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Learning and motivational impacts of a multimedia science game
16 references·16 citing·37 second hopsampled
Learning and motivational impacts of a multimedia science game (2011)Learning and motivational impacts of a mu…Digital Game-Based Learning (2020)Digital Game-Based LearningDigital Game-Based Learning (2019)Digital Game-Based LearningStudents’ perceptions about the use of video games in the classroom (2009)Students’ perceptions about t…Living and Learning with New Media: Summary of Findings from the Digital Youth Project (2009)Living and Learning with New …Mad City Mystery: Developing Scientific Argumentation Skills with a Place-based Augmented Reality Game on Handheld Computers (2007)Mad City Mystery: Developing …From Content to Context: Videogames as Designed Experience (2006)From Content to Context: Vide…Learning by Design: Good Video Games as Learning Machines (2005)Learning by Design: Good Vide…Epistemic frames for epistemic games (2005)Epistemic frames for epistemi…Educating the Net Generation (2005)Educating the Net GenerationWhat video games have to teach us about learning and literacy (2004)What video games have to teac…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Life on the Screen: Identity in the Age of the Internet (1997)Life on the Screen: Identity …Situated Cognition and the Culture of Learning (1989)Situated Cognition and the Cu…Possible selves. (1986)Possible selves.How we should measure "change": Or should we? (1970)How we should measure "change…Coefficient Alpha and the Internal Structure of Tests (1951)Coefficient Alpha and the Int…Learning by playing with generative AI: design and evaluation of a role-playing educational game with generative AI as scaffolding for instant feedback interaction (2024)Learning by playing with gene…Serious games in science education: a systematic literature (2022)Serious games in science educ…Effects of Game-Based Learning on Students’ Achievement in Science: A Meta-Analysis (2022)Effects of Game-Based Learnin…How to Implement Game-Based Learning in a Smart Classroom? A Model Based on a Systematic Literature Review and Delphi Method (2021)How to Implement Game-Based L…The effect of educational virtual reality game on primary school students’ achievement and engagement in mathematics (2020)The effect of educational vir…Gamifying employer branding: An integrating framework and research propositions for a new HRM approach in the digitized economy (2019)Gamifying employer branding: …Effects of game-based learning in an OpenSim-supported virtual environment on mathematical performance (2016)Effects of game-based learnin…Digital game-based learning in accounting and business education (2016)Digital game-based learning i…Can learning motivation predict learning achievement? A case study of a mobile game-based English learning approach (2016)Can learning motivation predi…Benefits of educational games as an introductory activity in industrial engineering education (2016)Benefits of educational games…Academic methods for usability evaluation of serious games: a systematic review (2016)Academic methods for usabilit…The Comparison of Solitary and Collaborative Modes of Game-Based Learning on Students' Science Learning and Motivation. (2015)The Comparison of Solitary an…Measuring cognitive load and cognition: metrics for technology-enhanced learning (2014)Measuring cognitive load and …Using Game-Based Cooperative Learning to Improve Learning Motivation: A Study of Online Game Use in an Operating Systems Course (2012)Using Game-Based Cooperative …Framing the Adoption of Serious Games in Formal Education (2012)Framing the Adoption of Serio…A Game-based learning system for improving student's learning effectiveness in system analysis course (2012)A Game-based learning system …Hamlet on the Holodeck (1997)The ‘digital natives’ debate: A critical review of the evidence (2008)The Theory and Practice of Online Learning (2008)e-Learning, online learning, and distance learning environments: Are they the same? (2010)Situated Learning: Legitimate Peripheral Participation. (1994)A pedagogy of Multiliteracies Designing Social Futures (1996)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Gamifying learning experiences: Practical implications and outcomes (2013)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Experience and Education (1986)Situated Learning (1991)Learning science in informal environments : people, places, and pursuits (2009)Gamification in Education: What, How, Why Bother? (2011)What Are We Seeking to Sustain Through Culturally Sustaining Pedagogy? A Loving Critique Forward (2014)Measurement and prediction (1950)Intraclass correlations: Uses in assessing rater reliability. (1979)The Pittsburgh sleep quality index: A new instrument for psychiatric practice and research (1989)The theory of planned behavior (1991)What video games have to teach us about learning and literacy (2003)Investigating the impact of video games on high school students’ engagement and learning about genetics (2009)Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness (2013)The maturing of gamification research (2017)Mental Models (1983)Reciprocal Teaching of Comprehension-Fostering and Comprehension-Monitoring Activities (1984)Organizational Learning and Communities-of-Practice: Toward a Unified View of Working, Learning, and Innovation (1991)Technological Pedagogical Content Knowledge: A Framework for Teacher Knowledge (2006)Plan 9 From Cyberspace: The Implications of the Internet for Personality and Social Psychology (2000)The Field behind the Screen: Using Netnography for Marketing Research in Online Communities (2002)Identity construction on Facebook: Digital empowerment in anchored relationships (2008)Negative affectivity: The disposition to experience aversive emotional states. (1984)The Economics of Schooling: Production and Efficiency in Public Schools. (1986)Latent Variable Modeling of Differences and Changes with Longitudinal Data (2008)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Handbook of Self-Regulation of Learning and Performance (2017)Anarchy is what states make of it: the social construction of power politics (1992)The Four-Phase Model of Interest Development (2006)Mechanisms Linking Social Ties and Support to Physical and Mental Health (2011)
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References

  • 1951Coefficient Alpha and the Internal Structure of Tests43,892 cited
  • 1989Situated Cognition and the Culture of Learning13,635 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 1997Life on the Screen: Identity in the Age of the Internet6,363 cited
  • 1986Possible selves.5,801 cited
  • 2020Digital Game-Based Learning2,893 cited
  • 1970How we should measure "change": Or should we?2,463 cited
  • 2005Educating the Net Generation2,290 cited
  • 2006From Content to Context: Videogames as Designed Experience1,091 cited
  • 2005Learning by Design: Good Video Games as Learning Machines829 cited
  • 2019Digital Game-Based Learning656 cited
  • 2009Living and Learning with New Media: Summary of Findings from the Digital Youth Project632 cited
  • 2004What video games have to teach us about learning and literacy575 cited
  • 2007Mad City Mystery: Developing Scientific Argumentation Skills with a Place-based Augmented Reality Game on Handheld Computers563 cited
  • 2009Students’ perceptions about the use of video games in the classroom510 cited
  • 2005

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Epistemic frames for epistemic games
472 cited

Cited by

  • 2016Benefits of educational games as an introductory activity in industrial engineering education132 cited
  • 2012A Game-based learning system for improving student's learning effectiveness in system analysis course130 cited
  • 2022Serious games in science education: a systematic literature124 cited
  • 2016Digital game-based learning in accounting and business education114 cited
  • 2020The effect of educational virtual reality game on primary school students’ achievement and engagement in mathematics114 cited
  • 2015The Comparison of Solitary and Collaborative Modes of Game-Based Learning on Students' Science Learning and Motivation.113 cited
  • 2012Framing the Adoption of Serious Games in Formal Education105 cited
  • 2019Gamifying employer branding: An integrating framework and research propositions for a new HRM approach in the digitized economy102 cited
  • 2022Effects of Game-Based Learning on Students’ Achievement in Science: A Meta-Analysis96 cited
  • 2024Learning by playing with generative AI: design and evaluation of a role-playing educational game with generative AI as scaffolding for instant feedback interaction90 cited
  • 2012Using Game-Based Cooperative Learning to Improve Learning Motivation: A Study of Online Game Use in an Operating Systems Course84 cited
  • 2016Academic methods for usability evaluation of serious games: a systematic review83 cited
  • 2021How to Implement Game-Based Learning in a Smart Classroom? A Model Based on a Systematic Literature Review and Delphi Method74 cited
  • 2016Effects of game-based learning in an OpenSim-supported virtual environment on mathematical performance70 cited
  • 2014Measuring cognitive load and cognition: metrics for technology-enhanced learning70 cited
  • 2016Can learning motivation predict learning achievement? A case study of a mobile game-based English learning approach66 cited