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Improving academic learning from computer-based narrative games
16 references·6 citing·42 second hop
Improving academic learning from computer-based narrative games (2015)Improving academic learning from computer…Digital Game-Based Learning (2020)Digital Game-Based LearningDigital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness (2013)Digital game-based learning: …Computer Games and Instruction. (2011)Computer Games and Instructio…The art of game design: a book of lenses (2009)The art of game design: a boo…The Art of Game Design (2008)The Art of Game DesignGame Design Workshop (2008)Game Design WorkshopWhat Video Games Have to Teach Us About Learning and Literacy (2007)What Video Games Have to Teac…Don't bother me, Mom, I'm learning! (2006)Don't bother me, Mom, I'm lea…Computer Gaming and Interactive Simulations for Learning: A Meta-Analysis (2006)Computer Gaming and Interacti…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Taking the Load Off a Learner's Mind: Instructional Design for Complex Learning (2003)Taking the Load Off a Learner…Multimedia Learning (2002)Multimedia LearningThe effects of readers’ goals on inference generation and memory for texts (2001)The effects of readers’ goals…Life on the Screen (1995)Life on the ScreenToward a Theory of Intrinsically Motivating Instruction* (1981)Toward a Theory of Intrinsica…Metacognition and cognitive monitoring: A new area of cognitive-developmental inquiry. (1979)Metacognition and cognitive m…Media Education through Digital Games: A Review on Design and Factors Influencing Learning Performance (2023)Media Education through Digit…Which training method is more effective in earthquake training: Digital game, drill, or traditional training? (2022)Which training method is more…Pre-service teachers’ perceptions of adopting digital games in education: A mixed methods investigation (2022)Pre-service teachers’ percept…Does embedding learning supports enhance transfer during game-based learning? (2021)Does embedding learning suppo…Game over for Tetris as a platform for cognitive skill training (2018)Game over for Tetris as a pla…Helping students help themselves: Generative learning strategies improve middle school students' self-regulation in a cognitive tutor (2016)Helping students help themsel…Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games (1996)A META‐ANALYTIC EXAMINATION OF THE INSTRUCTIONAL EFFECTIVENESS OF COMPUTER‐BASED SIMULATION GAMES (2011)The benefits of playing video games. (2013)Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. (2017)Science and Human Behavior (1953)Human Problem Solving (1972)Beyond boredom and anxiety (1975)Motivational and self-regulated learning components of classroom academic performance. (1990)The psychology of curiosity: A review and reinterpretation. (1994)Focus on Formative Feedback (2008)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)Cognitive Load During Problem Solving: Effects on Learning (1988)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1994)Structuring the Transition From Example Study to Problem Solving in Cognitive Skill Acquisition: A Cognitive Load Perspective (2003)Instructional Design Consequences of an Analogy between Evolution by Natural Selection and Human Cognitive Architecture (2004)Why Minimally Guided Teaching Techniques Do Not Work: A Reply to Commentaries (2007)Generative Processes of Comprehension (1989)Cognition and instruction: Their historic meeting within educational psychology. (1992)Working Memory (1992)Nine Ways to Reduce Cognitive Load in Multimedia Learning (2003)Education for Life and Work: Developing Transferable Knowledge and Skills in the 21st Century (2012)Cognitive Theory of Multimedia Learning (2014)The Lens of Intrinsic Skill Atoms: A Method for Gameful Design (2015)Gamification and Mobile Marketing Effectiveness (2016)Serious games and the gamification of tourism (2016)The Role of Goal Orientation in Self-Regulated Learning (2000)Cultural Intelligence: Its Measurement and Effects on Cultural Judgment and Decision Making, Cultural Adaptation and Task Performance (2007)Implications for educational practice of the science of learning and development (2019)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)A theory of work gamification: Something old, something new, something borrowed, something cool? (2016)Studying student differentiation in gamified education: A long-term study (2016)Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial consequences (2019)Defining Game Mechanics (2008)From game design elements to gamefulness (2011)Gamification Science, Its History and Future: Definitions and a Research Agenda (2018)
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References

  • 1979Metacognition and cognitive monitoring: A new area of cognitive-developmental inquiry.11,258 cited
  • 2002Multimedia Learning7,764 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2020Digital Game-Based Learning2,893 cited
  • 1981Toward a Theory of Intrinsically Motivating Instruction*2,197 cited
  • 2008The Art of Game Design1,906 cited
  • 2008Game Design Workshop1,098 cited
  • 2006Computer Gaming and Interactive Simulations for Learning: A Meta-Analysis936 cited
  • 2009The art of game design: a book of lenses887 cited
  • 2003Taking the Load Off a Learner's Mind: Instructional Design for Complex Learning857 cited
  • 1995Life on the Screen756 cited
  • 2007What Video Games Have to Teach Us About Learning and Literacy735 cited
  • 2013Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness614 cited
  • 2006Don't bother me, Mom, I'm learning!516 cited
  • 2011Computer Games and Instruction.491 cited
  • 2001The effects of readers’ goals on inference generation and memory for texts

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446 cited

Cited by

  • 2018Game over for Tetris as a platform for cognitive skill training39 cited
  • 2023Media Education through Digital Games: A Review on Design and Factors Influencing Learning Performance38 cited
  • 2022Pre-service teachers’ perceptions of adopting digital games in education: A mixed methods investigation37 cited
  • 2022Which training method is more effective in earthquake training: Digital game, drill, or traditional training?35 cited
  • 2021Does embedding learning supports enhance transfer during game-based learning?35 cited
  • 2016Helping students help themselves: Generative learning strategies improve middle school students' self-regulation in a cognitive tutor32 cited