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Engaging E-Learning in Virtual Worlds: Supporting Group Collaboration
12 references·4 citing·39 second hop
Engaging E-Learning in Virtual Worlds: Supporting Group Collaboration (2008)Engaging E-Learning in Virtual Worlds: Su…Designing Virtual Worlds (2025)Designing Virtual WorldsMassively multiplayer online role-playing games (2008)Massively multiplayer online …Flow in games (and everything else) (2007)Flow in games (and everything…The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)The Motivational Pull of Vide…Synthetic worlds: the business and culture of online games (2006)Synthetic worlds: the busines…An Investigation of Epistemological and Social Dimensions of Teaching in Online Learning Environments (2006)An Investigation of Epistemol…Engaging Learning: Designing e-Learning Simulation Games (2005)Engaging Learning: Designing …Rules of Play: Game Design Fundamentals (2003)Rules of Play: Game Design Fu…Mediators of the effectiveness of online courses (2003)Mediators of the effectivenes…Engagement Theory: A Framework for Technology-Based Teaching and Learning. (1998)Engagement Theory: A Framewor…Cooperative learning : increasing college faculty instructional productivity (1991)Cooperative learning : increa…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…Virtuelle Kundenintegration (2018)Virtuelle KundenintegrationThe influence of computer self-efficacy, metacognitive self-regulation and self-esteem on student engagement in online learning programs: Evidence from the virtual world of Second Life (2014)The influence of computer sel…Use Cases for Gamification in Virtual Museums (2013)Use Cases for Gamification in…Virtual Worlds as Environments for Virtual Customer Integration (2012)Virtual Worlds as Environment…Intrinsic Motivation and Self-Determination in Human Behavior (1985)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Gamification. using game-design elements in non-gaming contexts (2011)The benefits of playing video games. (2013)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)On the Evaluation of Structural Equation Models (1988)Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives (1999)The Determinants of Students’ Perceived Learning Outcomes and Satisfaction in University Online Education: An Update* (2016)Computer-based technology and student engagement: a critical review of the literature (2017)Medical students’ motivation and academic performance: the mediating roles of self-efficacy and learning engagement (2020)GameFlow (2005)Technology acceptance model (TAM) and social media usage: an empirical study on Facebook (2014)Gamification in Science Education. A Systematic Review of the Literature (2021)Mind in Society: The Development of Higher Psychological Processes (1978)Research in Organizational Behavior (1984)Situated Cognition and the Culture of Learning (1989)Researching the community of inquiry framework: Review, issues, and future directions (2007)Attitude, digital literacy and self efficacy: Flow-on effects for online learning behavior (2016)Student perception of helpfulness of facilitation strategies that enhance instructor presence, connectedness, engagement and learning in online courses (2018)Problem-based learning : an approach to medical education (1980)Computer-Mediated Collaborative Learning: An Empirical Evaluation (1994)Learning networks: A field guide to teaching and learning online (1996)Distance Education Trends: Integrating new technologies to foster student interaction and collaboration (2006)Engagement, telepresence and interactivity in online consumer experience: Reconciling scholastic and managerial perspectives (2009)A study of mobile user engagement (MoEN): Engagement motivations, perceived value, satisfaction, and continued engagement intention (2013)From game design elements to gamefulness (2011)Foundations of Game-Based Learning (2015)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Effects of Small-Group Learning on Undergraduates in Science, Mathematics, Engineering, and Technology: A Meta-Analysis (1999)Pedagogies of Engagement: Classroom-Based Practices (2005)The Scientific Research Potential of Virtual Worlds (2007)Who plays, how much, and why? Debunking the stereotypical gamer profile (2008)The sociomateriality of organisational life: considering technology in management research (2009)Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)Extended Self in a Digital World: Table 1. (2013)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)
this work references cited by second hop

References

  • 1990Flow: the psychology of optimal experience12,655 cited
  • 2003Rules of Play: Game Design Fundamentals5,481 cited
  • 2006The Motivational Pull of Video Games: A Self-Determination Theory Approach3,386 cited
  • 1991Cooperative learning : increasing college faculty instructional productivity1,198 cited
  • 2006Synthetic worlds: the business and culture of online games1,192 cited
  • 2025Designing Virtual Worlds1,173 cited
  • 2007Flow in games (and everything else)1,081 cited
  • 1998Engagement Theory: A Framework for Technology-Based Teaching and Learning.754 cited
  • 2006An Investigation of Epistemological and Social Dimensions of Teaching in Online Learning Environments268 cited
  • 2003Mediators of the effectiveness of online courses222 cited
  • 2005Engaging Learning: Designing e-Learning Simulation Games192 cited
  • 2008Massively multiplayer online role-playing games116 cited

Cited by

  • 2014The influence of computer self-efficacy, metacognitive self-regulation and self-esteem on student engagement in online learning programs: Evidence from the virtual world of Second Life421 cited
  • 2013Use Cases for Gamification in Virtual Museums21 cited
  • 2012

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Virtual Worlds as Environments for Virtual Customer Integration
8 cited
  • 2018Virtuelle Kundenintegration5 cited