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Video Game-Based Education in Mechanical Engineering: A Look at Student Engagement*
16 references·16 citing·26 second hopsampled
Video Game-Based Education in Mechanical Engineering: A Look at Student Engagement* (2009)Video Game-Based Education in Mechanical …The Role of interest in Learning and Development (2014)The Role of interest in Learn…Generation M2: Media in the Lives of 8- to 18-Year-Olds (2010)Generation M2: Media in the L…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Self-determination theory and…How people learn (2000)How people learnCommunities of practice learning, meaning, and identity (1999)Communities of practice learn…Finding flow: the psychology of engagement with everyday life (1997)Finding flow: the psychology …Creativity In Context: Update To The Social Psychology Of Creativity (1996)Creativity In Context: Update…Situated Learning: Legitimate Peripheral Participation. (1994)Situated Learning: Legitimate…Optimal experience: Psychological studies of flow in consciousness. (1988)Optimal experience: Psycholog…Intrinsic Motivation and Self-Determination in Human Behavior (1988)Intrinsic Motivation and Self…The teaching of learning strategies (1986)The teaching of learning stra…Handbook of research on teaching (1986)Handbook of research on teach…Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self…The Social Psychology of Creativity (1983)The Social Psychology of Crea…Toward a Theory of Intrinsically Motivating Instruction* (1981)Toward a Theory of Intrinsica…Usefulness of Digital Serious Games in Engineering for Diverse Undergraduate Students (2022)Usefulness of Digital Serious…Designing an extended smart classroom: An approach to game‐based learning for IoT (2021)Designing an extended smart c…Learners’ Experience Towards E-Assessment Tools: A Comparative Study on Virtual Reality and Moodle Quiz (2019)Learners’ Experience Towards …A Systematic Review of the Definition and Measurement of Engagement in Serious Games (2019)A Systematic Review of the De…Learning and motivational effects of digital game-based learning (DGBL) for manufacturing education –The Life Cycle Assessment (LCA) game (2018)Learning and motivational eff…Game-Based Learning in Tertiary Education: A New Learning Experience for the Generation Z (2016)Game-Based Learning in Tertia…Comparing usability and engagement between a serious game and a traditional online program (2016)Comparing usability and engag…Benefits of educational games as an introductory activity in industrial engineering education (2016)Benefits of educational games…A Comprehensive Taxonomy for Serious Games (2016)A Comprehensive Taxonomy for …Gamification in Factory Management Education – A Case Study with Lego Mindstorms (2015)Gamification in Factory Manag…Gamification for smarter learning: tales from the trenches (2015)Gamification for smarter lear…Open classroom: enhancing student achievement on artificial intelligence through an international online competition (2014)Open classroom: enhancing stu…So Fun It Hurts – Gamifying an Engineering Course (2013)So Fun It Hurts – Gamifying a…Serious Sustainability Challenge Game to Promote Teaching and Learning of Building Sustainability (2013)Serious Sustainability Challe…Improving student creativity with gamification and virtual worlds (2013)Improving student creativity …Measuring Engagement as Students Learn Dynamic Systems and Control with a Video Game (2011)Measuring Engagement as Stude…Situated Cognition and the Culture of Learning (1989)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)The psychology of interpersonal relations. (1958)The need to belong: Desire for interpersonal attachments as a fundamental human motivation. (1995)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)Those Who Understand: Knowledge Growth in Teaching (1986)Teachers' Beliefs and Educational Research: Cleaning up a Messy Construct (1992)Teacher efficacy: capturing an elusive construct (2001)Expansive Learning at Work: Toward an activity theoretical reconceptualization (2001)Clusters and knowledge: local buzz, global pipelines and the process of knowledge creation (2004)Problem-Based Learning: What and How Do Students Learn? (2004)Affect and Creativity at Work (2005)Beyond Big and Little: The Four C Model of Creativity (2009)The dynamic componential model of creativity and innovation in organizations: Making progress, making meaning (2016)Measuring the Customer Experience in Online Environments: A Structural Modeling Approach (2000)Student engagement in high school classrooms from the perspective of flow theory. (2003)The Concept of Flow (2014)The support of autonomy and the control of behavior. (1987)Innovation and Creativity in Organizations (2014)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Organizational Learning and Communities-of-Practice: Toward a Unified View of Working, Learning, and Innovation (1991)The benefits of being present: Mindfulness and its role in psychological well-being. (2003)
this work references cited by second hop· second hop is a sample of the most-cited connections

References

  • 2000Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being.46,804 cited
  • 1994Situated Learning: Legitimate Peripheral Participation.39,454 cited
  • 1999Communities of practice learning, meaning, and identity28,353 cited
  • 1985Intrinsic Motivation and Self-Determination in Human Behavior26,744 cited
  • 1988Intrinsic Motivation and Self-Determination in Human Behavior15,312 cited
  • 1986Handbook of research on teaching10,502 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 1997Finding flow: the psychology of engagement with everyday life3,522 cited
  • 1996Creativity In Context: Update To The Social Psychology Of Creativity3,237 cited
  • 1983The Social Psychology of Creativity3,164 cited
  • 2000How people learn2,544 cited
  • 1981Toward a Theory of Intrinsically Motivating Instruction*2,197 cited
  • 2010Generation M2: Media in the Lives of 8- to 18-Year-Olds2,196 cited
  • 1988Optimal experience: Psychological studies of flow in consciousness.1,694 cited
  • 2014The Role of interest in Learning and Development1,610 cited

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1986
The teaching of learning strategies
1,544 cited

Cited by

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  • 2016A Comprehensive Taxonomy for Serious Games81 cited
  • 2016Game-Based Learning in Tertiary Education: A New Learning Experience for the Generation Z79 cited
  • 2015Gamification in Factory Management Education – A Case Study with Lego Mindstorms79 cited
  • 2019A Systematic Review of the Definition and Measurement of Engagement in Serious Games77 cited
  • 2018Learning and motivational effects of digital game-based learning (DGBL) for manufacturing education –The Life Cycle Assessment (LCA) game77 cited
  • 2013Improving student creativity with gamification and virtual worlds69 cited
  • 2014Open classroom: enhancing student achievement on artificial intelligence through an international online competition44 cited
  • 2019Learners’ Experience Towards E-Assessment Tools: A Comparative Study on Virtual Reality and Moodle Quiz41 cited
  • 2013So Fun It Hurts – Gamifying an Engineering Course39 cited
  • 2016Comparing usability and engagement between a serious game and a traditional online program36 cited
  • 2021Designing an extended smart classroom: An approach to game‐based learning for IoT33 cited
  • 2022Usefulness of Digital Serious Games in Engineering for Diverse Undergraduate Students31 cited
  • 2011Measuring Engagement as Students Learn Dynamic Systems and Control with a Video Game29 cited