SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
A study into the effects of a board game on flow in undergraduate business students
16 references·2 citing·31 second hop
A study into the effects of a board game on flow in undergraduate business students (2015)A study into the effects of a board game …Flow in games (and everything else) (2007)Flow in games (and everything…How can exploratory learning with games and simulations within the curriculum be most effectively evaluated? (2005)How can exploratory learning …Flow among music teachers and their students: The crossover of peak experiences (2004)Flow among music teachers and…Blended learning: Uncovering its transformative potential in higher education (2004)Blended learning: Uncovering …Student engagement in high school classrooms from the perspective of flow theory. (2003)Student engagement in high sc…Millennials Rising: The Next Great Generation (2000)Millennials Rising: The Next …Generations: The History of America's Future, 1584 to 2069 (1991)Generations: The History of A…Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990. (1990)Flow. The Psychology of Optim…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…Optimal Experience: Psychological Studies of Flow in Consciousness. (1989)Optimal Experience: Psycholog…Optimal experience: Psychological studies of flow in consciousness. (1988)Optimal experience: Psycholog…Beyond boredom and anxiety (1975)Beyond boredom and anxietyMan, Play, and Games. (1963)Man, Play, and Games.Conflict, arousal, and curiosity. (1960)Conflict, arousal, and curios…Homo Ludens: A Study of the Play-Element in Culture. (1951)Homo Ludens: A Study of the P…Flow and business simulation games: A typology of students (2020)Flow and business simulation …Internet cognitive failure affects learning progress as mediated by cognitive anxiety and flow while playing a Chinese antonym synonym game with interacting verbal–analytical and motor-control (2016)Internet cognitive failure af…Good to great: why some companies make the leap, and others don't (2002)The Theory and Practice of Online Learning (2008)Good to Great - (Why Some Companies Make the Leap and others Don't) (2009)How learning in an inverted classroom influences cooperation, innovation and task orientation (2012)Online University Teaching During and After the Covid-19 Crisis: Refocusing Teacher Presence and Learning Activity (2020)Generational differences in psychological traits and their impact on the workplace (2008)Generational Differences in Work Values: A Review of Theory and Evidence (2010)Generational differences in the workplace: A review of the evidence and directions for future research (2013)Subjective Well-Being (1984)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Handbook of Positive Psychology (2001)Universals in the Content and Structure of Values: Theoretical Advances and Empirical Tests in 20 Countries (1992)Well-being : the foundations of hedonic psychology (1999)The Psychological Meaning of Words: LIWC and Computerized Text Analysis Methods (2009)Marketing in Hypermedia Computer-Mediated Environments: Conceptual Foundations (1996)On Happiness and Human Potentials: A Review of Research on Hedonic and Eudaimonic Well-Being (2001)Interpretative Phenomenological Analysis (2020)Identity and agency in cultural worlds (1999)Games, Motivation, and Learning: A Research and Practice Model (2002)Gamification in theory and action: A survey (2014)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)A Measure of Subjective Happiness: Preliminary Reliability and Construct Validation (1999)The Measurement of Engagement and Burnout: A Two Sample Confirmatory Factor Analytic Approach (2002)GameFlow (2005)Event tourism: Definition, evolution, and research (2007)Measuring and defining the experience of immersion in games (2008)The ‘digital natives’ debate: A critical review of the evidence (2008)Generational Differences in Work Values: Leisure and Extrinsic Values Increasing, Social and Intrinsic Values Decreasing (2010)Modeling habitual and addictive smartphone behavior (2015)
this work references cited by second hop

References

  • 1990Flow: the psychology of optimal experience12,637 cited
  • 1991Flow: The Psychology of Optimal Experience9,395 cited
  • 1951Homo Ludens: A Study of the Play-Element in Culture.6,561 cited
  • 1960Conflict, arousal, and curiosity.6,018 cited
  • 1975Beyond boredom and anxiety5,708 cited
  • 2004Blended learning: Uncovering its transformative potential in higher education4,566 cited
  • 2000Millennials Rising: The Next Great Generation2,542 cited
  • 1991Generations: The History of America's Future, 1584 to 20692,194 cited
  • 1990Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990.1,852 cited
  • 1988Optimal experience: Psychological studies of flow in consciousness.1,694 cited
  • 1963Man, Play, and Games.1,310 cited
  • 2003Student engagement in high school classrooms from the perspective of flow theory.1,236 cited
  • 2007Flow in games (and everything else)1,013 cited
  • 1989Optimal Experience: Psychological Studies of Flow in Consciousness.926 cited
  • 2005How can exploratory learning with games and simulations within the curriculum be most effectively evaluated?751 cited

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

2004
Flow among music teachers and their students: The crossover of peak experiences
678 cited

Cited by

  • 2020Flow and business simulation games: A typology of students53 cited
  • 2016Internet cognitive failure affects learning progress as mediated by cognitive anxiety and flow while playing a Chinese antonym synonym game with interacting verbal–analytical and motor-control33 cited