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Flow and cooperative learning in civic game play
16 references·1 citing·36 second hop
Flow and cooperative learning in civic game play (2012)Flow and cooperative learning in civic ga…Pew Internet and American Life Project (2020)Pew Internet and American Lif…Handbook of Competence and Motivation (2013)Handbook of Competence and Mo…Cooperation and the Use of Technology (2013)Cooperation and the Use of Te…Flow Online: Lessons Learned and Future Prospects (2009)Flow Online: Lessons Learned …Flow, performance and moderators of challenge-skill balance (2008)Flow, performance and moderat…EGameFlow: A scale to measure learners’ enjoyment of e-learning games (2008)EGameFlow: A scale to measure…Flow in games (and everything else) (2007)Flow in games (and everything…Motivations for Play in Online Games (2006)Motivations for Play in Onlin…Confronting the Challenges of Participatory Culture: Media Education for the 21st Century (2006)Confronting the Challenges of…GameFlow (2005)GameFlowDigital game-based learning: Towards an experiential gaming model (2005)Digital game-based learning: …Why People Continue to Play Online Games: In Search of Critical Design Factors to Increase Customer Loyalty to Online Contents (2004)Why People Continue to Play O…Educating Citizens: Preparing America's Undergraduates for Lives of Moral and Civic Responsibility (2003)Educating Citizens: Preparing…Civic education: what makes students learn (1999)Civic education: what makes s…Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…The Playful Citizen (2018)The Playful CitizenThe magical number seven, plus or minus two: Some limits on our capacity for processing information. (1956)Thought and language (1962)Experiential Learning : Experience as the Source of Learning and Development (1983)Serious Games : An Overview (2007)Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies (2012)Internet Addiction: The Emergence of a New Clinical Disorder (1998)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)A conceptual and methodological critique of internet addiction research: Towards a model of compensatory internet use (2013)Integrating psychological and neurobiological considerations regarding the development and maintenance of specific Internet-use disorders: An Interaction of Person-Affect-Cognition-Execution (I-PACE) model (2016)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Time Flies When You’re Having Fun: Cognitive Absorption and Beliefs About Information Technology Usage1 (2000)An Experimental Study of the Relationship between Online Engagement and Advertising Effectiveness (2009)A Thematic Exploration of Digital, Social Media, and Mobile Marketing: Research Evolution from 2000 to 2015 and an Agenda for Future Inquiry (2016)Metaverse marketing: How the metaverse will shape the future of consumer research and practice (2022)Advances in Consumer Research (2025)Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990. (1990)Designing games with a purpose (2008)Measuring and defining the experience of immersion in games (2008)The benefits of playing video games. (2013)LITERACY IN THE NEW MEDIA AGE (2003)Natural-Born Cyborgs: Minds, Technologies, and the Future of Human Intelligence (2004)The Impact of Social Media on Children, Adolescents, and Families (2011)A comparative analysis of international frameworks for 21 st century competences: Implications for national curriculum policies (2012)Foundations of Game-Based Learning (2015)The Impact of Enhancing Students’ Social and Emotional Learning: A Meta-Analysis of School-Based Universal Interventions (2011)Implications for educational practice of the science of learning and development (2019)Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions (2020)High School Community Service as a Predictor of Adult Voting and Volunteering (2007)Voice in the Classroom: How an Open Classroom Climate Fosters Political Engagement Among Adolescents (2008)Young citizens and civic learning: two paradigms of citizenship in the digital age (2009)The Scientific Research Potential of Virtual Worlds (2007)Gamification in Science Education. A Systematic Review of the Literature (2021)Subjective well-being: Three decades of progress. (1999)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)The benefits of being present: Mindfulness and its role in psychological well-being. (2003)Event tourism: Definition, evolution, and research (2007)
this work references cited by second hop

References

  • 1990Flow: the psychology of optimal experience12,637 cited
  • 1991Flow: The Psychology of Optimal Experience9,395 cited
  • 2013Handbook of Competence and Motivation4,671 cited
  • 2006Confronting the Challenges of Participatory Culture: Media Education for the 21st Century3,173 cited
  • 2006Motivations for Play in Online Games2,933 cited
  • 2005GameFlow2,122 cited
  • 2005Digital game-based learning: Towards an experiential gaming model1,456 cited
  • 2007Flow in games (and everything else)1,013 cited
  • 2009Flow Online: Lessons Learned and Future Prospects953 cited
  • 1999Civic education: what makes students learn899 cited
  • 2008Flow, performance and moderators of challenge-skill balance841 cited
  • 2008EGameFlow: A scale to measure learners’ enjoyment of e-learning games767 cited
  • 2004Why People Continue to Play Online Games: In Search of Critical Design Factors to Increase Customer Loyalty to Online Contents683 cited
  • 2020Pew Internet and American Life Project594 cited
  • 2003Educating Citizens: Preparing America's Undergraduates for Lives of Moral and Civic Responsibility543 cited

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2013
Cooperation and the Use of Technology
518 cited

Cited by

  • 2018The Playful Citizen13 cited