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Handbook of Research on Improving Learning and Motivation through Educational Games
8 references·13 citing·47 second hop
Handbook of Research on Improving Learning and Motivation through Educational Games (2011)Handbook of Research on Improving Learnin…Extramural English Matters : Out-of-School English and Its Impact on Swedish Ninth Graders' Oral Proficiency and Vocabulary (2009)Extramural English Matters : …Designs for Learning - A Theoretical Perspective (2008)Designs for Learning - A Theo…Taking educational games seriously: using the RETAIN model to design endogenous fantasy into standalone educational games (2007)Taking educational games seri…How to build serious games (2007)How to build serious gamesEducational Video Game Design: A Review of the Literature (2007)Educational Video Game Design…Digital Games in Education (2007)Digital Games in EducationMultimodality, “Reading”, and “Writing” for the 21st Century (2005)Multimodality, “Reading”, and…Making educational computer games "educational" (2005)Making educational computer g…Therapeutic use of serious games in mental health: scoping review (2022)Therapeutic use of serious ga…Digital Escape Rooms as Game-Based Learning Environments: A Study in Sex Education (2022)Digital Escape Rooms as Game-…Impact of Games and Online Activities on Students with Learning Disabilities in Improving Visual Perception and Maintaining Vision Power (2021)Impact of Games and Online Ac…Fostering University Students’ Engagement in Teamwork and Innovation Behaviors through Game-Based Learning (GBL) (2021)Fostering University Students…Reflecting on Global South planning and planning literature (2019)Reflecting on Global South pl…Executive Learning and Development (2019)Executive Learning and Develo…Assessing Experiential Learning With a Critical Lens (2019)Assessing Experiential Learni…LEADERSHIP COMMUNICATION- AN EFFICIENT WAY TO MOTIVATE HUMAN CAPITAL (2016)LEADERSHIP COMMUNICATION- AN …Evaluation of affective embodied agents in an information literacy game (2016)Evaluation of affective embod…GAMED: digital educational game development methodology (2015)GAMED: digital educational ga…Students' attitudes toward playing games and using games in education: Comparing Scotland and the Netherlands (2013)Students' attitudes toward pl…Motivated learning with digital learning tasks: what about autonomy and structure? (2012)Motivated learning with digit…A study of learning and motivation in a new media enriched environment for middle school science (2011)A study of learning and motiv…Understanding Media: The Extensions of Man (1964)Perspectives on Activity Theory (1999)What Video Games Have to Teach Us about Learning and Literacy (2004)Mobile game‐based learning in secondary education: engagement, motivation and learning in a mobile city game (2009)An online game approach for improving students’ learning performance in web-based problem-solving activities (2012)The potential of digital tools to enhance mathematics and science learning in secondary schools: A context-specific meta-analysis (2020)Media will never influence learning (1994)Will media influence learning? Reframing the debate (1994)Interaction Design and Children (2007)A MUVE Towards PBL Writing (2008)The effects of the size and weight of a mobile device on an educational game (2013)Taxonomy of Educational Objectives: The Classification of Educational Goals, Handbook I: Cognitive Domain (1956)An Introduction to Discourse Analysis: Theory and Method (1999)Sustaining iterative game playing processes in DGBL: The relationship between motivational processing and outcome processing (2010)Essential features of serious games design in higher education: Linking learning attributes to game mechanics (2016)Effects of digital game-based STEM education on students’ learning achievement: a meta-analysis (2022)Multimodal Discourse: The Modes and Media of Contemporary Communication (2002)The Language of New Media (2002)LITERACY IN THE NEW MEDIA AGE (2003)Sedimented identities in texts: Instances of practice (2007)Collaboration, creativity and the co-construction of oral and written texts (2008)English as a Second Language Learners' Exploration of Multimodal Texts in a Junior High School (2009)Research Design: Qualitative, Quantitative, and Mixed Methods Approaches (1994)Basics of qualitative research : techniques and procedures for developing grounded theory (1998)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Learning Mechanics and Game Mechanics Under the Perspective of Self-Determination Theory to Foster Motivation in Digital Game Based Learning (2016)Equity-Oriented Conceptual Framework for K-12 STEM literacy (2021)Constructivism learning theory: A paradigm for students’ critical thinking, creativity, and problem solving to affect academic performance in higher education (2023)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement (2009)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA Statement. (2009)From game design elements to gamefulness (2011)Serious Games Based on Cognitive Bias Modification and Learned Helplessness Paradigms for the Treatment of Depression: Design and Acceptability Study (2023)Serious Games in the new era of digital-health interventions: A narrative review of their therapeutic applications to manage neurobehavior in neurodevelopmental disorders (2023)Using Virtual Reality to Reduce Stress in Adolescents: Mixed Methods Usability Study (2024)Temps et récit (1983)Assessment in the Perspective of a Social Semiotic Theory of Multimodal Teaching and Learning (2009)Educational Assessment in the 21st Century (2009)Analysing Multimodal Texts in Science—a Social Semiotic Perspective (2021)Educational games (EG) design framework: Combination of game design, pedagogy and content modeling (2009)Integrating Biosignals into Information Systems: A NeuroIS Tool for Improving Emotion Regulation (2013)Quick quiz: A gamified approach for enhancing learning (2013)A meta-analysis with examination of moderators of student cognition, affect, and learning outcomes while using serious educational games, serious games, and simulations (2017)Augmented Reality and Gamification in Education: A Systematic Literature Review of Research, Applications, and Empirical Studies (2022)Virtual reality and gamification in education: a systematic review (2024)Language-related computer use: Focus on young L2 English learners in Sweden (2014)Out-of-school digital gameplay and in-school L2 English vocabulary outcomes (2015)Informal digital learning of English and second language vocabulary outcomes: Can quantity conquer quality? (2017)
this work references cited by second hop

References

  • 2007Digital Games in Education607 cited
  • 2007Educational Video Game Design: A Review of the Literature521 cited
  • 2007Taking educational games seriously: using the RETAIN model to design endogenous fantasy into standalone educational games354 cited
  • 2005Multimodality, “Reading”, and “Writing” for the 21st Century284 cited
  • 2009Extramural English Matters : Out-of-School English and Its Impact on Swedish Ninth Graders' Oral Proficiency and Vocabulary229 cited
  • 2005Making educational computer games "educational"187 cited
  • 2007How to build serious games177 cited
  • 2008Designs for Learning - A Theoretical Perspective102 cited

Cited by

  • 2011A study of learning and motivation in a new media enriched environment for middle school science198 cited
  • 2022Therapeutic use of serious games in mental health: scoping review82 cited
  • 2015GAMED: digital educational game development methodology79 cited
  • 2016Evaluation of affective embodied agents in an information literacy game73 cited
  • 2013Students' attitudes toward playing games and using games in education: Comparing Scotland and the Netherlands73 cited
  • 2012Motivated learning with digital learning tasks: what about autonomy and structure?66 cited

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

  • 2021Fostering University Students’ Engagement in Teamwork and Innovation Behaviors through Game-Based Learning (GBL)46 cited
  • 2022Digital Escape Rooms as Game-Based Learning Environments: A Study in Sex Education43 cited
  • 2019Assessing Experiential Learning With a Critical Lens17 cited
  • 2019Reflecting on Global South planning and planning literature9 cited
  • 2016LEADERSHIP COMMUNICATION- AN EFFICIENT WAY TO MOTIVATE HUMAN CAPITAL3 cited
  • 2019Executive Learning and Development3 cited
  • 2021Impact of Games and Online Activities on Students with Learning Disabilities in Improving Visual Perception and Maintaining Vision Power2 cited