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Adding Instructional Features That Promote Learning in a Game-Like Environment
16 references·16 citing·41 second hopsampled
Adding Instructional Features That Promote Learning in a Game-Like Environment (2010)Adding Instructional Features That Promot…Digital Game-Based Learning (2020)Digital Game-Based LearningAdvances in Instructional Psychology (2019)Advances in Instructional Psy…Cognitive Theory of Multimedia Learning (2014)Cognitive Theory of Multimedi…Playing Video Games : Motives, Responses, and Consequences (2012)Playing Video Games : Motives…Interactive Multimodal Learning Environments (2007)Interactive Multimodal Learni…How Computer Games Help Children Learn (2006)How Computer Games Help Child…Cognitive Theory of Multimedia Learning (2005)Cognitive Theory of Multimedi…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Should There Be a Three-Strikes Rule Against Pure Discovery Learning? (2004)Should There Be a Three-Strik…What video games have to teach us about learning and literacy (2003)What video games have to teac…Digital game-based learning (2003)Digital game-based learningMultimedia Learning (2002)Multimedia LearningInstructional Design in Technical Areas (1999)Instructional Design in Techn…Life on the Screen: Identity in the Age of the Internet (1997)Life on the Screen: Identity …The effects of feedback interventions on performance: A historical review, a meta-analysis, and a preliminary feedback intervention theory. (1996)The effects of feedback inter…Toward a Theory of Intrinsically Motivating Instruction* (1981)Toward a Theory of Intrinsica…Effects of Scaffolding in Digital Game-Based Learning on Student’s Achievement: a Three-Level Meta-analysis (2022)Effects of Scaffolding in Dig…The impact of game-based learning (GBL) on students’ motivation, engagement and academic performance on an Arabic language grammar course in higher education (2021)The impact of game-based lear…Effects of a formative assessment-based contextual gaming approach on students’ digital citizenship behaviours, learning motivations, and perceptions (2020)Effects of a formative assess…Why Story Matters: A Review of Narrative in Serious Games (2019)Why Story Matters: A Review o…Inducing Self-Explanation: a Meta-Analysis (2018)Inducing Self-Explanation: a …Improving instructions in educational computer games: Exploring the relations between goal specificity, flow experience and learning outcomes (2018)Improving instructions in edu…Increasing the effectiveness of digital educational games: The effects of a learning instruction on students’ learning, motivation and cognitive load (2017)Increasing the effectiveness …A Computer-Based Game that Promotes Mathematics Learning More than a Conventional Approach (2016)A Computer-Based Game that Pr…Gamification: The effect on student motivation and performance at the post-secondary level (2015)Gamification: The effect on s…The evaluation of different gaming modes and feedback types on game-based formative assessment in an online learning environment (2014)The evaluation of different g…Designing game-based learning environments for elementary science education: A narrative-centered learning perspective (2013)Designing game-based learning…Affect and Engagement in Game-BasedLearning Environments (2013)Affect and Engagement in Game…Assessment in Game-Based Learning (2012)Assessment in Game-Based Lear…Problem Solving and Game-Based Learning: Effects of Middle Grade Students' Hypothesis Testing Strategies on Learning Outcomes (2011)Problem Solving and Game-Base…Narrative games for learning: Testing the discovery and narrative hypotheses. (2011)Narrative games for learning:…Applying the Science of Learning to Multimedia Instruction (2011)Applying the Science of Learn…Reciprocal Teaching of Comprehension-Fostering and Comprehension-Monitoring Activities (1984)How people learn (2000)THE ACT OF DISCOVERY (2006)Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching (2006)Scaffolding and Achievement in Problem-Based and Inquiry Learning: A Response to Kirschner, Sweller, and Clark (2006) (2007)The ICAP Framework: Linking Cognitive Engagement to Active Learning Outcomes (2014)Science and Human Behavior (1953)Human Problem Solving (1972)Beyond boredom and anxiety (1975)Motivational and self-regulated learning components of classroom academic performance. (1990)The psychology of curiosity: A review and reinterpretation. (1994)Focus on Formative Feedback (2008)Situated Cognition and the Culture of Learning (1989)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)Handbook of Industrial and Organizational Psychology. (1977)A circumplex model of affect. (1980)Culture and the Self: Implications for Cognition, Emotion, and Motivation (1991)Assessment and Classroom Learning (1998)The Power of Feedback (2007)Generative Processes of Comprehension (1989)Cognition and instruction: Their historic meeting within educational psychology. (1992)Working Memory (1992)Nine Ways to Reduce Cognitive Load in Multimedia Learning (2003)Education for Life and Work: Developing Transferable Knowledge and Skills in the 21st Century (2012)Situated Learning (1991)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Foundations of Game-Based Learning (2015)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)The Theory and Practice of Online Learning (2008)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Handbook of Self-Regulation of Learning and Performance (2017)Digital Natives, Digital Immigrants Part 1 (2001)Design Experiments: Theoretical and Methodological Challenges in Creating Complex Interventions in Classroom Settings (1992)Teachers' Beliefs and Educational Research: Cleaning up a Messy Construct (1992)Learning by Expanding (2014)
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References

  • 2002Multimedia Learning7,764 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
  • 1996The effects of feedback interventions on performance: A historical review, a meta-analysis, and a preliminary feedback intervention theory.5,875 cited
  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 2003Digital game-based learning3,104 cited
  • 2020Digital Game-Based Learning2,893 cited
  • 2019Advances in Instructional Psychology2,532 cited
  • 2004Should There Be a Three-Strikes Rule Against Pure Discovery Learning?2,525 cited
  • 1981Toward a Theory of Intrinsically Motivating Instruction*2,197 cited
  • 2014Cognitive Theory of Multimedia Learning1,973 cited
  • 2007Interactive Multimodal Learning Environments1,676 cited
  • 2005Cognitive Theory of Multimedia Learning1,598 cited
  • 2012Playing Video Games : Motives, Responses, and Consequences1,059 cited
  • 2006How Computer Games Help Children Learn1,041 cited
  • 1999Instructional Design in Technical Areas

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943 cited

Cited by

  • 2018Inducing Self-Explanation: a Meta-Analysis278 cited
  • 2012Assessment in Game-Based Learning221 cited
  • 2019Why Story Matters: A Review of Narrative in Serious Games210 cited
  • 2011Narrative games for learning: Testing the discovery and narrative hypotheses.207 cited
  • 2013Affect and Engagement in Game-BasedLearning Environments203 cited
  • 2015Gamification: The effect on student motivation and performance at the post-secondary level199 cited
  • 2013Designing game-based learning environments for elementary science education: A narrative-centered learning perspective183 cited
  • 2016A Computer-Based Game that Promotes Mathematics Learning More than a Conventional Approach173 cited
  • 2011Problem Solving and Game-Based Learning: Effects of Middle Grade Students' Hypothesis Testing Strategies on Learning Outcomes163 cited
  • 2014The evaluation of different gaming modes and feedback types on game-based formative assessment in an online learning environment144 cited
  • 2021The impact of game-based learning (GBL) on students’ motivation, engagement and academic performance on an Arabic language grammar course in higher education140 cited
  • 2020Effects of a formative assessment-based contextual gaming approach on students’ digital citizenship behaviours, learning motivations, and perceptions131 cited
  • 2011Applying the Science of Learning to Multimedia Instruction127 cited
  • 2022Effects of Scaffolding in Digital Game-Based Learning on Student’s Achievement: a Three-Level Meta-analysis120 cited
  • 2017Increasing the effectiveness of digital educational games: The effects of a learning instruction on students’ learning, motivation and cognitive load119 cited
  • 2018Improving instructions in educational computer games: Exploring the relations between goal specificity, flow experience and learning outcomes117 cited