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Computer games that exercise cognitive skills: What makes them engaging for children?
16 references·1 citing·40 second hop
Computer games that exercise cognitive skills: What makes them engaging for children? (2016)Computer games that exercise cognitive sk…Social Research Methods: Qualitative and Quantitative Approaches (2012)Social Research Methods: Qual…Engagement in digital entertainment games: A systematic review (2011)Engagement in digital enterta…A Motivational Model of Video Game Engagement (2010)A Motivational Model of Video…The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing (2009)The development of the Game E…EGameFlow: A scale to measure learners’ enjoyment of e-learning games (2008)EGameFlow: A scale to measure…Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2008)Digital Game-Based Learning i…GameFlow (2005)GameFlowDigital game-based learning: Towards an experiential gaming model (2005)Digital game-based learning: …What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Sex Differences in Video Game Play: (2004)Sex Differences in Video Game…Games, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)The "What" and "Why" of Goal …Social Research Methods: Qualitative and Quantitative Approaches (1991)Social Research Methods: Qual…Interpretation of the Correlation Coefficient: A Basic Review (1990)Interpretation of the Correla…Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-efficacy: Toward a unify…Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-efficacy: Toward a unify…Learning mathematics through serious games: An engagement framework (2016)Learning mathematics through …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)Digital game-based learning (2003)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Digital Games, Design, and Learning (2015)Foundations of Game-Based Learning (2015)Digital Game-Based Learning (2020)Flow: the psychology of optimal experience (1990)Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990. (1990)Flow: The Psychology of Optimal Experience (1991)Designing games with a purpose (2008)Measuring and defining the experience of immersion in games (2008)The benefits of playing video games. (2013)Self-Efficacy: The Exercise of Control (1999)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)On Happiness and Human Potentials: A Review of Research on Hedonic and Eudaimonic Well-Being (2001)Self‐determination theory and work motivation (2005)Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions (2020)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)A systematic literature review of empirical evidence on computer games and serious games (2012)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Generalized expectancies for internal versus external control of reinforcement. (1966)Social Learning Theory. (1978)From Intentions to Actions: A Theory of Planned Behavior (1985)Universals in the Content and Structure of Values: Theoretical Advances and Empirical Tests in 20 Countries (1992)THEMATIC ANALYSIS: A CRITICAL REVIEW OF ITS PROCESS AND EVALUATION (2012)Ensuring the Quality of the Findings of Qualitative Research: Looking at Trustworthiness Criteria (2014)Are We There Yet? Data Saturation in Qualitative Research (2015)The cognitive reflection test is robust to multiple exposures (2017)Why Would I Use This in My Home? A Model of Domestic Social Robot Acceptance (2017)Detecting health misinformation in online health communities: Incorporating behavioral features into machine learning based approaches (2020)Tourism, Competitiveness, and Societal Prosperity (1999)Comprehensive criteria to judge validity and reliability of qualitative research within the realism paradigm (2000)Understanding and Evaluating Qualitative Research (2002)The theory of planned behavior (1991)
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767 cited
  • 2011Engagement in digital entertainment games: A systematic review631 cited
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    • 2016Learning mathematics through serious games: An engagement framework41 cited