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Serious Gaming Analytics: What Students´ Log Files Tell Us about Gaming and Learning
9 references·0 citing·49 second hop
Serious Gaming Analytics: What Students´ Log Files Tell Us about Gaming and Learning (2014)Serious Gaming Analytics: What Students´ …Assessment in Game-Based Learning (2012)Assessment in Game-Based Lear…Micro‐adaptivity: protecting immersion in didactically adaptive digital educational games (2009)Micro‐adaptivity: protecting …Melding the Power of Serious Games and Embedded Assessment to Monitor and Foster Learning: Flow and Grow (2009)Melding the Power of Serious …Group-level analysis on multiplayer game collaboration: how do the individuals shape the group interaction? (2009)Group-level analysis on multi…Serious games for higher education: a framework for reducing design complexity (2008)Serious games for higher educ…Designing Video and Multimedia for Open and Flexible Learning (2006)Designing Video and Multimedi…Focus Article: On the Structure of Educational Assessments (2003)Focus Article: On the Structu…The influence of goal orientation and self-regulation tactics on sales performance: A longitudinal field test. (1999)The influence of goal orienta…DIFFERENTIAL EFFECTS OF LEARNER EFFORT AND GOAL ORIENTATION ON TWO LEARNING OUTCOMES (1998)DIFFERENTIAL EFFECTS OF LEARN…Development of NASA-TLX (Task Load Index): Results of Empirical and Theoretical Research (1988)TRANSFER OF TRAINING: A REVIEW AND DIRECTIONS FOR FUTURE RESEARCH (1988)Handbook of industrial and organizational psychology (1993)A meta-analytic examination of the goal orientation nomological net. (2007)Focus on Formative Feedback (2008)Achievement Goal Theory at the Crossroads: Old Controversies, Current Challenges, and New Directions (2011)Construct validity in psychological tests. (1955)Probabilistic Models for Some Intelligence and Attainment Tests (1961)The Uses of Argument (2003)Building and Supporting a Case for Test Use (2005)Disciplinary Literacies and Learning to Read for Understanding: A Conceptual Framework for Disciplinary Literacy (2016)Advancing the Science of Collaborative Problem Solving (2018)Handbook of Industrial and Organizational Psychology. (1977)A social-cognitive approach to motivation and personality. (1988)Lisrel 8: Structural Equation Modeling With the Simplis Command Language (1993)The role of goal orientation following performance feedback. (2001)A Multiple-Goal, Multilevel Model of Feedback Effects on the Regulation of Individual and Team Performance. (2004)The bright and dark sides of individual and group innovation: a Special Issue introduction (2004)Content Analysis: An Introduction to its Methodology. (1984)Rules of Play: Game Design Fundamentals (2003)Using a game environment to foster collaborative learning: a design‐based study (2011)Subjective Experience and Sociability in a Collaborative Serious Game (2013)Content Analysis: An Introduction to Its Methodology (2019)An investigation of game behavior in the context of digital game-based learning: An individual difference perspective (2020)Experience and Education. (1938)Experiential Learning : Experience as the Source of Learning and Development (1983)Experience and Education (1986)Can Serious Games Contribute to Developing and Sustaining 21st Century Skills? (2014)Essential features of serious games design in higher education: Linking learning attributes to game mechanics (2016)Designing Engaging Games for Education: A Systematic Literature Review on Game Motivators and Design Principles (2020)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)What Video Games Have to Teach Us about Learning and Literacy (2004)Between learning and playing? Exploring learners’ perceptions of corrective feedback in an immersive game for English pragmatics (2012)Introduction: Digital Games as a Context for Cognitive Development, Learning, and Developmental Research (2013)Towards a customizable immersive virtual reality serious game for earthquake emergency training (2020)Assessment and Classroom Learning (1998)School Engagement: Potential of the Concept, State of the Evidence (2004)Effects of video-game play on information processing: A meta-analytic investigation (2013)Formative and Stealth Assessment (2013)Mind in Society: The Development of Higher Psychological Processes (1978)Self-Efficacy: The Exercise of Control (1999)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Benefits, barriers and guideline recommendations for the implementation of serious games in education for stakeholders and policymakers (2014)Computer-generated log-file analyses as a window into students' minds? A showcase study based on the PISA 2012 assessment of problem solving (2015)Serious Games Analytics: Theoretical Framework (2015)Podcasting for learning in universities (2009)The Changing Role of the Educational Video in Higher Distance Education (2017)How distance education students perceive the impact of teaching videos on their learning (2019)
this work references cited by second hop

References

  • 2003Focus Article: On the Structure of Educational Assessments809 cited
  • 1999The influence of goal orientation and self-regulation tactics on sales performance: A longitudinal field test.597 cited
  • 1998DIFFERENTIAL EFFECTS OF LEARNER EFFORT AND GOAL ORIENTATION ON TWO LEARNING OUTCOMES405 cited
  • 2008Serious games for higher education: a framework for reducing design complexity317 cited
  • 2009Melding the Power of Serious Games and Embedded Assessment to Monitor and Foster Learning: Flow and Grow231 cited
  • 2012Assessment in Game-Based Learning221 cited
  • 2006Designing Video and Multimedia for Open and Flexible Learning165 cited
  • 2009Micro‐adaptivity: protecting immersion in didactically adaptive digital educational games158 cited
  • 2009Group-level analysis on multiplayer game collaboration: how do the individuals shape the group interaction?54 cited

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