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The influence of collaborative learning games within different devices on student’s learning performance and behaviours
16 references·4 citing·34 second hop
The influence of collaborative learning games within different devices on student’s learning performance and behaviours (2014)The influence of collaborative learning g…Educational Psychology: Theory and Practice (2025)Educational Psychology: Theor…Learning Together and Alone (2021)Learning Together and AloneDigital Game-Based Learning (2020)Digital Game-Based LearningLearning by Expanding (2014)Learning by ExpandingDigital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2008)Digital Game-Based Learning i…Digital game-based learning: Towards an experiential gaming model (2005)Digital game-based learning: …Digital game-based learning (2003)Digital game-based learningMultimedia Learning (2002)Multimedia LearningIntegrating Educational Technology into Teaching (1996)Integrating Educational Techn…Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…Book Review: Observing Interaction: An Introduction To Sequential Analysis (1988)Book Review: Observing Intera…Educational Psychology: Theory and Practice (1984)Educational Psychology: Theor…Cooperative Learning: Theory, Research and Practice (1983)Cooperative Learning: Theory,…Beyond boredom and anxiety (1975)Beyond boredom and anxietyAudio Visual Methods in Teaching (1955)Audio Visual Methods in Teach…Exploring the Effectiveness of Digital Games in Producing pro-Environmental Behaviors when Played Collaboratively and Individually: A Mixed Methods Study in India (2021)Exploring the Effectiveness o…‘It was fun’: Exploring the pedagogical value of collaborative educational games (2020)‘It was fun’: Exploring the p…The Role of Collaboration, Computer Use, Learning Environments, and Supporting Strategies in CSCL: A Meta-Analysis (2018)The Role of Collaboration, Co…Development of an effective educational computer game based on a mission synchronization-based peer-assistance approach (2016)Development of an effective e…Mind in Society: The Development of Higher Psychological Processes (1978)The Ecology of Human Development (1979)The Reflective Practitioner: How Professionals Think in Action (1985)Knowledge, Knowledge Work and Organizations: An Overview and Interpretation (1995)Expansive Learning at Work: Toward an activity theoretical reconceptualization (2001)Boundary Crossing and Boundary Objects (2011)Social participation among pre-school children. (1932)Observer Agreement and Reliabilities of Classroom Observational Measures (1978)A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. (1999)Digital Innovation Management: Reinventing Innovation Management Research in a Digital World (2017)Systematic review of research on artificial intelligence applications in higher education – where are the educators? (2019)The Effectiveness of Games for Educational Purposes: A Review of Recent Research (1992)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)Foundations of Game-Based Learning (2015)Cognitive Load Theory and the Format of Instruction (1991)Working Memory (1992)Cognitive principles of multimedia learning: The role of modality and contiguity. (1999)First principles of instruction (2002)Nine Ways to Reduce Cognitive Load in Multimedia Learning (2003)Job Demands, Job Decision Latitude, and Mental Strain: Implications for Job Redesign (1979)Subjective Well-Being (1984)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Problem Based Learning: An instructional model and its constructivist framework (1995)Knowledge in a Social World (1999)Why do humans reason? Arguments for an argumentative theory (2011)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 Gamification of Learning: a Meta-analysis (2019)Digital Natives, Digital Immigrants Part 1 (2001)Toward a psychology of positive youth development. (2000)Psychological flexibility as a fundamental aspect of health (2010)Customer Engagement (2011)
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References

  • 1990Flow: the psychology of optimal experience12,655 cited
  • 1991Flow: The Psychology of Optimal Experience9,449 cited
  • 2002Multimedia Learning8,619 cited
  • 1975Beyond boredom and anxiety5,708 cited
  • 2014Learning by Expanding5,371 cited
  • 1983Cooperative Learning: Theory, Research and Practice3,770 cited
  • 2003Digital game-based learning3,290 cited
  • 2020Digital Game-Based Learning2,900 cited
  • 1988Book Review: Observing Interaction: An Introduction To Sequential Analysis2,306 cited
  • 2008Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation1,872 cited
  • 2005Digital game-based learning: Towards an experiential gaming model1,636 cited
  • 1955Audio Visual Methods in Teaching1,387 cited
  • 2025Educational Psychology: Theory and Practice1,344 cited
  • 1984Educational Psychology: Theory and Practice1,333 cited
  • 2021Learning Together and Alone1,322 cited
  • 1996Integrating Educational Technology into Teaching1,037 cited

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Cited by

  • 2018The Role of Collaboration, Computer Use, Learning Environments, and Supporting Strategies in CSCL: A Meta-Analysis537 cited
  • 2021Exploring the Effectiveness of Digital Games in Producing pro-Environmental Behaviors when Played Collaboratively and Individually: A Mixed Methods Study in India30 cited
  • 2016Development of an effective educational computer game based on a mission synchronization-based peer-assistance approach23 cited
  • 2020‘It was fun’: Exploring the pedagogical value of collaborative educational games21 cited