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Authoring game-based adaptive units of learning with IMS Learning Design and <e-Adventure>
15 references·0 citing·36 second hop
Authoring game-based adaptive units of learning with IMS Learning Design and <e-Adventure> (2007)Authoring game-based adaptive units of le…Making Learning Fun : A Taxonomy of Intrinsic Motivations for Learning (2021)Making Learning Fun : A Taxon…Digital Game-Based Learning (2020)Digital Game-Based LearningRe-purposing existing generic games and simulations for e-learning (2006)Re-purposing existing generic…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…What video games have to teach us about learning and literacy (2003)What video games have to teac…Video Games in Education (2003)Video Games in EducationDigital game-based learning (2003)Digital game-based learningGames, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…The Gaming Situation. (2001)The Gaming Situation.Multimedia and the learner's experience of narrative (1998)Multimedia and the learner's …Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games (1996)Seriously considering play: D…Intrinsic motivation and the process of learning: Beneficial effects of contextualization, personalization, and choice. (1996)Intrinsic motivation and the …Markup systems and the future of scholarly text processing (1993)Markup systems and the future…Video Kids: Making Sense of Nintendo (1991)Video Kids: Making Sense of N…Markup systems and the future of scholarly text processing (1987)Markup systems and the future…Toward a Theory of Intrinsically Motivating Instruction* (1981)Learning in immersive worlds: A review of game-based learning (2006)Educational game design for online education (2008)Short- and long-term benefits of cognitive training (2011)Theoretical Foundations of Learning Environments (2014)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)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Beyond Nintendo: design and assessment of educational video games for first and second grade students (2002)Computer Gaming and Interactive Simulations for Learning: A Meta-Analysis (2006)Serious Games : An Overview (2007)Experience and Education (1986)Extrinsic Rewards and Intrinsic Motivation in Education: Reconsidered Once Again (2001)Intrinsic Versus Extrinsic Goal Contents in Self-Determination Theory: Another Look at the Quality of Academic Motivation (2006)Why Teachers Adopt a Controlling Motivating Style Toward Students and How They Can Become More Autonomy Supportive (2009)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)A systematic literature review of empirical evidence on computer games and serious games (2012)A meta-analysis of the cognitive and motivational effects of serious games. (2013)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Situated Learning (1991)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Foundations of Game-Based Learning (2015)The Impact of Home Computer Use on Children's Activities and Development (2000)The impact of computer use on children's and adolescents' development (2001)The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing (2009)The Theory and Practice of Online Learning (2008)Handbook of Self-Regulation of Learning and Performance (2017)Motivating Project-Based Learning: Sustaining the Doing, Supporting the Learning (1991)Achieving transformative sustainability learning: engaging head, hands and heart (2008)Digital Natives, Digital Immigrants Part 1 (2001)
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References

  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 2002Games, Motivation, and Learning: A Research and Practice Model3,211 cited
  • 2003Digital game-based learning3,104 cited
  • 2020Digital Game-Based Learning2,893 cited
  • 1996Intrinsic motivation and the process of learning: Beneficial effects of contextualization, personalization, and choice.1,568 cited
  • 1996Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games999 cited
  • 2021Making Learning Fun : A Taxonomy of Intrinsic Motivations for Learning907 cited
  • 2003Video Games in Education711 cited
  • 1991Video Kids: Making Sense of Nintendo319 cited
  • 2001The Gaming Situation.265 cited
  • 1987Markup systems and the future of scholarly text processing206 cited
  • 1998Multimedia and the learner's experience of narrative123 cited
  • 2006Re-purposing existing generic games and simulations for e-learning99 cited
  • 1993Markup systems and the future of scholarly text processing85 cited

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