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Interactive Location-Based Game for Supporting Effective English Learning
8 references·1 citing·33 second hop
Interactive Location-Based Game for Supporting Effective English Learning (2009)Interactive Location-Based Game for Suppo…Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2008)Digital Game-Based Learning i…Computer game design: Opportunities for successful learning (2008)Computer game design: Opportu…Online gaming as an educational tool in learning and training (2007)Online gaming as an education…Games and learning come together to maximise effectiveness: The challenge of bridging the gap (2007)Games and learning come toget…Savannah: mobile gaming and learning? (2004)Savannah: mobile gaming and l…The Good Language Learner (1997)The Good Language LearnerPsychology of Learning for Instruction (1993)Psychology of Learning for In…The Situational Approach in Language Teaching (I) (1950)The Situational Approach in L…The effects of conversation-gambits visual-novel game on students' english achievement and motivation (2016)The effects of conversation-g…Games, Motivation, and Learning: A Research and Practice Model (2002)What Video Games Have to Teach Us about Learning and Literacy (2004)How can exploratory learning with games and simulations within the curriculum be most effectively evaluated? (2005)Learning in serious virtual worlds: Evaluation of learning effectiveness and appeal to students in the E-Junior project (2010)Building virtual cities, inspiring intelligent citizens: Digital games for developing students’ problem solving and learning motivation (2012)Designing and integrating purposeful learning in game play: a systematic review (2015)Digital game-based learning (2003)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Digital Games, Design, and Learning (2015)Foundations of Game-Based Learning (2015)Digital Game-Based Learning (2020)Simulation with Arena (1998)Serious Games: Games That Educate, Train, and Inform (2005)Simulations and games (2009)Are serious video games something more than a game? A review on the effectiveness of serious games to facilitate intergenerational learning (2014)Gamified Modules for an Introductory Statistics Course and Their Impact on Attitudes and Learning (2017)What video games have to teach us about learning and literacy (2003)Mobile learning with a mobile game: design and motivational effects (2005)Using games and simulations for supporting learning (2006)A mixed methods assessment of students' flow experiences during a mobile augmented reality science game (2013)Development and use of the ARCS model of instructional design (1987)Changing Perspectives on Good Language Learners (2001)Encyclopedia of Language and Education (2008)Introducing positive psychology to SLA (2014)Videogame Addiction and its Treatment (2009)Online gaming addiction: Classification, prediction and associated risk factors (2011)Internet Gaming Disorder in Adolescents: Personality, Psychopathology and Evaluation of a Psychological Intervention Combined With Parent Psychoeducation (2018)COMMUNITY LANGUAGE LEARNING: A PILOT STUDY (1971)Language Teaching: State Of The Art (2006)An intelligent mobile location-aware book recommendation system that enhances problem-based learning in libraries (2011)The expert learner: Strategic, self-regulated, and reflective (1996)A history of instructional design and technology: Part II: A history of instructional design (2001)Reward, punishment, and cooperation: A meta-analysis. (2011)
this work references cited by second hop

References

  • 1993Psychology of Learning for Instruction1,939 cited
  • 2008Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation1,689 cited
  • 1997The Good Language Learner608 cited
  • 2004Savannah: mobile gaming and learning?428 cited
  • 2008Computer game design: Opportunities for successful learning353 cited
  • 2007Online gaming as an educational tool in learning and training86 cited
  • 2007Games and learning come together to maximise effectiveness: The challenge of bridging the gap63 cited
  • 1950The Situational Approach in Language Teaching (I)34 cited

Cited by

  • 2016The effects of conversation-gambits visual-novel game on students' english achievement and motivation25 cited

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