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Micro‐adaptivity: protecting immersion in didactically adaptive digital educational games
16 references·16 citing·33 second hopsampled
Micro‐adaptivity: protecting immersion in didactically adaptive digital educational games (2009)Micro‐adaptivity: protecting immersion in…Digital Game-Based Learning (2020)Digital Game-Based LearningMeasuring and defining the experience of immersion in games (2008)Measuring and defining the ex…Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. 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The Psychology of Optim…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…What makes interruptions disruptive? 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What Do They Do? Why Should We Play Them? (2013)Serious Games: What Are They?…Introduction: Digital Games as a Context for Cognitive Development, Learning, and Developmental Research (2013)Introduction: Digital Games a…Between learning and playing? Exploring learners’ perceptions of corrective feedback in an immersive game for English pragmatics (2012)Between learning and playing?…A Psycho-Pedagogical Framework for Multi-Adaptive Educational Games (2011)A Psycho-Pedagogical Framewor…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)Time Flies When You’re Having Fun: Cognitive Absorption and Beliefs About Information Technology Usage1 (2000)Engagement in digital entertainment games: A systematic review (2011)An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games (2015)Gameplay Engagement and Learning in Game-Based Learning (2015)Conditions of Learning (1965)The Conditions of Learning and Theory of Instruction (1985)Taking the Load Off a Learner's Mind: Instructional Design for Complex Learning (2003)Cognitive Load Theory and Complex Learning: Recent Developments and Future Directions (2005)Cognitive Apprenticeship: Teaching the Crafts of Reading, Writing, and Mathematics (2018)Flipped classroom improves student learning in health professions education: a meta-analysis (2018)Situated Learning (1991)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Foundations of Game-Based Learning (2015)The social psychology of creativity: A componential conceptualization. (1983)A review and reformulation of social information-processing mechanisms in children's social adjustment. (1994)TARGET ARTICLE: Hope Theory: Rainbows in the Mind (2002)Subjective well-being: Three decades of progress. (1999)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)The benefits of being present: Mindfulness and its role in psychological well-being. (2003)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)Intrinsic and Extrinsic Motivation (2003)Basic psychological need satisfaction, need frustration, and need strength across four cultures (2014)Digital Natives, Digital Immigrants Part 1 (2001)GameFlow (2005)Event tourism: Definition, evolution, and research (2007)
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References

  • 1990Flow: the psychology of optimal experience12,637 cited
  • 1991Flow: The Psychology of Optimal Experience9,395 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 1972Human Problem Solving6,221 cited
  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 2003Digital game-based learning3,104 cited
  • 1975Intrinsic Motivation2,911 cited
  • 2020Digital Game-Based Learning2,893 cited
  • 2002First principles of instruction2,090 cited
  • 2008Measuring and defining the experience of immersion in games2,018 cited
  • 1990Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990.1,852 cited
  • 2006Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless.1,172 cited
  • 1992THE SPLIT‐ATTENTION EFFECT AS A FACTOR IN THE DESIGN OF INSTRUCTION766 cited
  • 2004Decreasing Cognitive Load for Novice Students: Effects of Explanatory versus Corrective Feedback in Discovery-Based Multimedia615 cited
  • 2005Playing and Making Games for Learning576 cited
  • 1989What makes interruptions disruptive? A study of length, similarity, and complexity

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489 cited

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  • 2020Towards a customizable immersive virtual reality serious game for earthquake emergency training104 cited
  • 2012Between learning and playing? Exploring learners’ perceptions of corrective feedback in an immersive game for English pragmatics98 cited
  • 2013Introduction: Digital Games as a Context for Cognitive Development, Learning, and Developmental Research80 cited
  • 2013Serious Games: What Are They? What Do They Do? Why Should We Play Them?77 cited
  • 2015A scaffolding strategy to develop handheld sensor-based vocabulary games for improving students’ learning motivation and performance74 cited
  • 2017Facilitating effective digital game-based learning behaviors and learning performances of students based on a collaborative knowledge construction strategy69 cited
  • 2021Encouraging gameful experience in digital game-based learning: A double-mediation model of perceived instructional support, group engagement, and flow67 cited
  • 2015Edutainment, Games, and the Future of Education in a Digital World62 cited
  • 2011A Psycho-Pedagogical Framework for Multi-Adaptive Educational Games59 cited
  • 2022Applying game-based learning in primary education: a systematic review of journal publications from 2010 to 202056 cited
  • 2019Gamers, Surfers, Social Media Users: Unpacking the role of interest in English53 cited
  • 2021Individualization in serious games: A systematic review of the literature on the aspects of the players to adapt to52 cited
  • 2014Serious Gaming Analytics: What Students´ Log Files Tell Us about Gaming and Learning49 cited
  • 2014Gamification and Smart Feedback47 cited
  • 2017Player-centered game AI from a flow perspective: Towards a better understanding of past trends and future directions46 cited
  • 2020A Technical and Conceptual Framework for Serious Role-Playing Games in the Area of Social Skill Training44 cited