SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
The Idea Storming Cube: Evaluating the Effects of Using Game and Computer Agent to Support Divergent Thinking.
15 references·2 citing·46 second hop
The Idea Storming Cube: Evaluating the Effects of Using Game and Computer Agent to Support Divergent Thinking. (2010)The Idea Storming Cube: Evaluating the Ef…Digital Game-Based Learning (2020)Digital Game-Based LearningNot just fun, but serious strategies: Using meta-cognitive strategies in game-based learning (2009)Not just fun, but serious str…Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2008)Digital Game-Based Learning i…Learner control, cognitive load and instructional animation (2007)Learner control, cognitive lo…Successful implementation of user-centered game based learning in higher education: An example from civil engineering (2006)Successful implementation of …Classification of learning outcomes: evidence from the computer games literature (2005)Classification of learning ou…The effects of competition on achievement motivation in Chinese classrooms (2004)The effects of competition on…Comparing the Impacts of a Problem-Based Computer-Assisted Instruction and the Direct-Interactive Teaching Method on Student Science Achievement (2001)Comparing the Impacts of a Pr…Statistical Significance Testing: A Historical Overview of Misuse and Misinterpretation with Implications for the Editorial Policies of Educational Journals (1998)Statistical Significance Test…Academic Self-Concept (1996)Academic Self-ConceptThe Efficacy of Computer Assisted Instruction (CAI): A Meta-Analysis (1995)The Efficacy of Computer Assi…Productivity Loss in Brainstorming Groups: A Meta-Analytic Integration (1991)Productivity Loss in Brainsto…Lateral thinking: Creativity Step by Step (1970)Lateral thinking: Creativity …Applied imagination : principles and procedures of creative problem-solving / (1963)Applied imagination : princip…The associative basis of the creative process. (1962)The associative basis of the …Children’s social problem-solving skills in playing videogames and traditional games: A systematic review (2023)Children’s social problem-sol…Routledge International Handbook of Schools and Schooling in Asia (2018)Routledge International Handb…Cognitive Load During Problem Solving: Effects on Learning (1988)The Uses of Argument (2003)Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching (2006)A meta-analytic review of the role of instructional support in game-based learning (2012)Game-Based Learning in Science Education: A Review of Relevant Research (2013)Examining the impact of gamification on intention of engagement and brand attitude in the marketing context (2017)Digital game-based learning (2003)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Digital Games, Design, and Learning (2015)Foundations of Game-Based Learning (2015)Social Facilitation (1965)Many hands make light the work: The causes and consequences of social loafing. (1979)Productivity loss in brainstorming groups: Toward the solution of a riddle. (1987)Productivity loss in idea-generating groups: Tracking down the blocking effect. (1991)Idea Generation in Groups: A Basis for Creativity in Organizations (2000)Idea Generation and the Quality of the Best Idea (2010)Mind in Society: The Development of Higher Psychological Processes (1978)Metacognition and cognitive monitoring: A new area of cognitive-developmental inquiry. (1979)What Video Games Have to Teach Us about Learning and Literacy (2004)Effects of constructing versus playing an educational game on student motivation and deep learning strategy use (2010)Handbook of Game-Based Learning. (2020)Gamification Applications in E-learning: A Literature Review (2021)The senses and the intellect. (1855)The Basic Writings of Sigmund Freud (1938)Positive affect facilitates creative problem solving. (1987)Exposure and affect: Overview and meta-analysis of research, 1968-1987. (1989)A meta-analysis of 25 years of mood-creativity research: Hedonic tone, activation, or regulatory focus? (2008)Conditions of Learning (1965)Human Characteristics and School Learning (1979)Using game theory and Competition-based Learning to stimulate student motivation and performance (2010)A concept map-embedded educational computer game for improving students' learning performance in natural science courses (2013)Play, Dreams And Imitation In Childhood (2013)The wear out effect of a game-based student response system (2014)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1956)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1994)Design factors for educationally effective animations and simulations (2009)Learning with videos vs. learning with print: The role of interactive features (2011)Cognitive load theory, the transient information effect and e-learning (2012)Group versus individual performance: Are N + 1 heads better than one? (1982)Creativity (2009)Knowledge Collaboration in Online Communities (2011)Innovation and Competitive Advantage: What We Know and What We Need to Learn (1992)Ethnic Minority Scholars, Research, and Mentoring: Current and Future Issues (1994)Improvisation and Innovative Performance in Teams (2005)The Theory and Practice of Online Learning (2008)Handbook of Self-Regulation of Learning and Performance (2017)
this work references cited by second hop

References

  • 1962The associative basis of the creative process.4,140 cited
  • 2020Digital Game-Based Learning2,893 cited
  • 2008Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation1,689 cited
  • 1963Applied imagination : principles and procedures of creative problem-solving /1,453 cited
  • 1991Productivity Loss in Brainstorming Groups: A Meta-Analytic Integration805 cited
  • 1970Lateral thinking: Creativity Step by Step691 cited
  • 2006Successful implementation of user-centered game based learning in higher education: An example from civil engineering660 cited
  • 2009Not just fun, but serious strategies: Using meta-cognitive strategies in game-based learning479 cited
  • 2005Classification of learning outcomes: evidence from the computer games literature447 cited
  • 2007Learner control, cognitive load and instructional animation375 cited
  • 1996Academic Self-Concept362 cited
  • 1995The Efficacy of Computer Assisted Instruction (CAI): A Meta-Analysis283 cited
  • 2004The effects of competition on achievement motivation in Chinese classrooms136 cited
  • 1998Statistical Significance Testing: A Historical Overview of Misuse and Misinterpretation with Implications for the Editorial Policies of Educational Journals93 cited

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

  • 2001Comparing the Impacts of a Problem-Based Computer-Assisted Instruction and the Direct-Interactive Teaching Method on Student Science Achievement87 cited
  • Cited by

    • 2018Routledge International Handbook of Schools and Schooling in Asia52 cited
    • 2023Children’s social problem-solving skills in playing videogames and traditional games: A systematic review36 cited