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Is immersion of any value? Whether, and to what extent, game immersion experience during serious gaming affects science learning
16 references·12 citing·43 second hop
Is immersion of any value? Whether, and to what extent, game immersion experience during serious gaming affects science learning (2016)Is immersion of any value? Whether, and t…Theoretical Foundations of Learning Environments (2012)Theoretical Foundations of Le…Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies (2012)Serious games as new educatio…Our Princess Is in Another Castle (2012)Our Princess Is in Another Ca…A systematic literature review of empirical evidence on computer games and serious games (2012)A systematic literature revie…Measuring and defining the experience of immersion in games (2008)Measuring and defining the ex…Taking educational games seriously: using the RETAIN model to design endogenous fantasy into standalone educational games (2007)Taking educational games seri…Digital game-based learning: Towards an experiential gaming model (2005)Digital game-based learning: …Classification of learning outcomes: evidence from the computer games literature (2005)Classification of learning ou…A grounded investigation of game immersion (2004)A grounded investigation of g…Reforming Science Teaching: What Research Says About Inquiry (2002)Reforming Science Teaching: W…Games, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…Optimal experience of Web activities (1999)Optimal experience of Web act…The foundations and assumptions of technology-enhanced student-centered learning environments (1997)The foundations and assumptio…Marketing in Hypermedia Computer-Mediated Environments: Conceptual Foundations (1996)Marketing in Hypermedia Compu…Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Effect of instruction using students' prior knowledge and conceptual change strategies on science learning (1983)Effect of instruction using s…Serious Games and Experiential Learning: Options for Engineering Education (2023)Serious Games and Experientia…Learning Outcomes, Motivation, and Satisfaction in Gamified English Vocabulary Learning (2023)Learning Outcomes, Motivation…Gamification and Soft Skills Assessment in the Development of a Serious Game: Design and Feasibility Pilot Study (2023)Gamification and Soft Skills …Internet-of-things-enabled serious games: A comprehensive survey (2022)Internet-of-things-enabled se…Performance Over Enjoyment? Effect of Game-Based Learning on Learning Outcome and Flow Experience (2021)Performance Over Enjoyment? E…Immersion experiences and behavioural patterns in game‐based learning (2021)Immersion experiences and beh…How narrative transportation in movies affects audiences’ positive word-of-mouth: The mediating role of emotion (2021)How narrative transportation …Examining Essential Flow Antecedents to promote students’ Self-Regulated Learning and Acceptance of Use in a Game-Based Learning classroom (2021)Examining Essential Flow Ante…Investigating Immersion and Learning in a Low-Embodied versus High-Embodied Digital Educational Game: Lessons Learned from an Implementation in an Authentic School Classroom (2019)Investigating Immersion and L…Does emotion matter? An investigation into the relationship between emotions and science learning outcomes in a game‐based learning environment (2019)Does emotion matter? An inves…Designing for All: Exploring Gender Diversity and Engagement with Digital Educational Games by Young People (2018)Designing for All: Exploring …A framework for applying learning analytics in serious games for people with intellectual disabilities (2018)A framework for applying lear…Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2008)CONSORT 2010 Statement: Updated Guidelines for Reporting Parallel Group Randomized Trials (2010)A mobile gamification learning system for improving the learning motivation and achievements (2014)Information technology and Gen Z: The role of teachers, the internet, and technology in the education of young people (2021)Understanding Cognitive Load in Digital and Online Learning: a New Perspective on Extraneous Cognitive Load (2021)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1956)Thought and language (1962)Experiential Learning : Experience as the Source of Learning and Development (1983)Serious Games : An Overview (2007)EGameFlow: A scale to measure learners’ enjoyment of e-learning games (2008)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)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)Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Self-efficacy: Toward a unifying theory of behavioral change. (1977)The theory of planned behavior (1991)Internet Users' Information Privacy Concerns (IUIPC): The Construct, the Scale, and a Causal Model (2004)Consumer engagement in a virtual brand community: An exploratory analysis (2011)Consumer Brand Engagement in Social Media: Conceptualization, Scale Development and Validation (2014)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)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)From Content to Context: Videogames as Designed Experience (2006)Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. (2017)Toward Meaningful Engagement: A Framework for Design and Research of Gamified Information Systems1 (2017)Why do people play on-line games? An extended TAM with social influences and flow experience (2003)Enjoyment: At the Heart of Media Entertainment (2004)Gamifying learning experiences: Practical implications and outcomes (2013)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Handbook of Self-Regulation of Learning and Performance (2017)Inquiry in science education: International perspectives (2004)Learning to teach science as inquiry in the rough and tumble of practice (2007)Barriers to Faculty Pedagogical Change: Lack of Training, Time, Incentives, and…Tensions with Professional Identity? (2012)Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)Gameful Experience in Gamification: Construction and Validation of a Gameful Experience Scale [GAMEX] (2018)Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial consequences (2019)What Good Are Positive Emotions? (1998)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)From game design elements to gamefulness (2011)
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References

  • 1996Marketing in Hypermedia Computer-Mediated Environments: Conceptual Foundations5,628 cited
  • 1991Flow: The Psychology of Optimal Experience3,621 cited
  • 2002Games, Motivation, and Learning: A Research and Practice Model3,211 cited
  • 2012A systematic literature review of empirical evidence on computer games and serious games2,890 cited
  • 2008Measuring and defining the experience of immersion in games2,018 cited
  • 2005Digital game-based learning: Towards an experiential gaming model1,456 cited
  • 2004A grounded investigation of game immersion1,193 cited
  • 2002Reforming Science Teaching: What Research Says About Inquiry1,140 cited
  • 2012Our Princess Is in Another Castle737 cited
  • 2012Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies726 cited
  • 1997The foundations and assumptions of technology-enhanced student-centered learning environments530 cited
  • 1999Optimal experience of Web activities476 cited
  • 2005Classification of learning outcomes: evidence from the computer games literature447 cited
  • 1983Effect of instruction using students' prior knowledge and conceptual change strategies on science learning414 cited
  • 2012Theoretical Foundations of Learning Environments

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369 cited
  • 2007Taking educational games seriously: using the RETAIN model to design endogenous fantasy into standalone educational games354 cited
  • Cited by

    • 2019Does emotion matter? An investigation into the relationship between emotions and science learning outcomes in a game‐based learning environment54 cited
    • 2021Performance Over Enjoyment? Effect of Game-Based Learning on Learning Outcome and Flow Experience46 cited
    • 2022Internet-of-things-enabled serious games: A comprehensive survey41 cited
    • 2018A framework for applying learning analytics in serious games for people with intellectual disabilities39 cited
    • 2023Gamification and Soft Skills Assessment in the Development of a Serious Game: Design and Feasibility Pilot Study37 cited
    • 2023Serious Games and Experiential Learning: Options for Engineering Education34 cited
    • 2021Examining Essential Flow Antecedents to promote students’ Self-Regulated Learning and Acceptance of Use in a Game-Based Learning classroom33 cited
    • 2021Immersion experiences and behavioural patterns in game‐based learning32 cited
    • 2023Learning Outcomes, Motivation, and Satisfaction in Gamified English Vocabulary Learning29 cited
    • 2018Designing for All: Exploring Gender Diversity and Engagement with Digital Educational Games by Young People29 cited
    • 2019Investigating Immersion and Learning in a Low-Embodied versus High-Embodied Digital Educational Game: Lessons Learned from an Implementation in an Authentic School Classroom28 cited
    • 2021How narrative transportation in movies affects audiences’ positive word-of-mouth: The mediating role of emotion24 cited