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Motivation, Learning, and Technology: Applying the ARCS-V Motivation Model
12 references·13 citing·31 second hop
Motivation, Learning, and Technology: Applying the ARCS-V Motivation Model (2016)Motivation, Learning, and Technology: App…Theories of Self-Regulated Learning and Academic Achievement: An Overview and Analysis (2013)Theories of Self-Regulated Le…Flip Your Classroom: Reach Every Student in Every Class Every Day (2012)Flip Your Classroom: Reach Ev…Motivational Design for Learning and Performance: The ARCS Model Approach (2009)Motivational Design for Learn…An Integrative Theory of Motivation, Volition, and Performance (2008)An Integrative Theory of Moti…The Winning Trainer (2007)The Winning TrainerThe systematic process of motivational design (1987)The systematic process of mot…Strategies for stimulating the motivation to learn (1987)Strategies for stimulating th…Action Control: The Maintenance of Motivational States (1987)Action Control: The Maintenan…Motivational Design of Instruction (1983)Motivational Design of Instru…Instructional Design Theories and Models (1983)Instructional Design Theories…Models of teaching (1980)Models of teachingMotivation and instructional design: A theoretical perspective (1979)Motivation and instructional …Complementary Professional Education Programs at the Russian State Library: An Assessment of Participant Motivation (2026)Complementary Professional Ed…Integrating ARCS motivational model and flipped teaching in L2 classrooms: a case of EFL expository writing (2022)Integrating ARCS motivational…The Effects of WordWall Online Games (WOW) on English Language Vocabulary Learning Among Year 5 Pupils (2021)The Effects of WordWall Onlin…Multimedia augmented reality game for learning math (2021)Multimedia augmented reality …Higher education students' experiences and opinion about distance learning during the Covid‐19 pandemic (2021)Higher education students' ex…Gamifying Sexual Education for Adolescents in a Low-Tech Setting: Quasi-Experimental Design Study (2021)Gamifying Sexual Education fo…Effect of animated and interactive video variations on learners' motivation in distance Education (2021)Effect of animated and intera…Commercial Video Games in School Teaching: Two Mixed Methods Case Studies on Students’ Reflection Processes (2021)Commercial Video Games in Sch…Exergames in formal school teaching: A pre-post longitudinal field study on the effects of a dance game on motor learning, physical enjoyment, and learning motivation (2020)Exergames in formal school te…Does the ARCS motivational model affect students’ achievement and motivation? A meta‐analysis (2020)Does the ARCS motivational mo…Effectiveness of Gamification Elements in Blended Learning Environments (2019)Effectiveness of Gamification…Increasing Student’s Motivation and Geography Learning Outcome Using Active Debate Method Assisted by ISpring Suite (2017)Increasing Student’s Motivati…Effects of redundancy and modality on the situational interest of adult learners in multimedia learning (2016)Effects of redundancy and mod…Relevance: Communication and Cognition (1986)Learner motivation and E-learning design: A multinationally validated process (2004)Gameplaying for maths learning: cooperative or not? (2006)Feedback research revisited. (2013)A Theory of Cognitive Dissonance (1957)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-efficacy: Toward a unifying theory of behavioral change. (1977)A model of immediacy in the classroom (1994)“What's in it for me?”: Increasing content relevance to enhance students' motivation (1995)Level of intrinsic motivation of distance education students in e‐learning environments (2017)Development and use of the ARCS model of instructional design (1987)Toward a design theory of problem solving (2000)Web-Based Virtual Learning Environments: A Research Framework and a Preliminary Assessment of Effectiveness in Basic it Skills Training1 (2001)Four Ages of Professionalism and Professional Learning (2000)Teachers’ perceptions of professional identity: an exploratory study from a personal knowledge perspective (2000)Cooperative learning methods: A meta-analysis. (2012)The Impact of Classroom Evaluation Practices on Students (1988)The Theory and Practice of Online Learning (2008)A life-span theory of control. (1995)Motivational Beliefs, Values, and Goals (2002)Development of Achievement Motivation (2007)Motivational Design for Learning and Performance (2009)The Flipped Classroom (2013)Enhancing Student Engagement Using the Flipped Classroom (2014)The flipped classroom: A review of its advantages and challenges (2018)Does Training on Self-Regulated Learning Facilitate Students' Learning With Hypermedia? (2004)Influencing Children's Self-Efficacy and Self-Regulation of Reading and Writing Through Modeling (2006)Components of fostering self-regulated learning among students. A meta-analysis on intervention studies at primary and secondary school level (2008)A design framework for enhancing engagement in student-centered learning: own it, learn it, and share it (2016)Investigating the impact of Flipped Classroom on students' learning experiences: A Self-Determination Theory approach (2017)Student Engagement: Current State of the Construct, Conceptual Refinement, and Future Research Directions (2021)
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References

  • 2012Flip Your Classroom: Reach Every Student in Every Class Every Day3,817 cited
  • 1983Instructional Design Theories and Models2,192 cited
  • 1983Motivational Design of Instruction1,247 cited
  • 1980Models of teaching1,245 cited
  • 2013Theories of Self-Regulated Learning and Academic Achievement: An Overview and Analysis1,143 cited
  • 2009Motivational Design for Learning and Performance: The ARCS Model Approach902 cited
  • 1987Strategies for stimulating the motivation to learn762 cited
  • 1987The systematic process of motivational design366 cited
  • 1979Motivation and instructional design: A theoretical perspective335 cited
  • 1987Action Control: The Maintenance of Motivational States285 cited
  • 2008An Integrative Theory of Motivation, Volition, and Performance187 cited
  • 2007The Winning Trainer39 cited

Cited by

  • 2021Higher education students' experiences and opinion about distance learning during the Covid‐19 pandemic115 cited
  • 2021Effect of animated and interactive video variations on learners' motivation in distance Education89 cited
  • 2019Effectiveness of Gamification Elements in Blended Learning Environments

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83 cited
  • 2021Multimedia augmented reality game for learning math64 cited
  • 2020Does the ARCS motivational model affect students’ achievement and motivation? A meta‐analysis50 cited
  • 2016Effects of redundancy and modality on the situational interest of adult learners in multimedia learning42 cited
  • 2021The Effects of WordWall Online Games (WOW) on English Language Vocabulary Learning Among Year 5 Pupils37 cited
  • 2020Exergames in formal school teaching: A pre-post longitudinal field study on the effects of a dance game on motor learning, physical enjoyment, and learning motivation35 cited
  • 2021Commercial Video Games in School Teaching: Two Mixed Methods Case Studies on Students’ Reflection Processes35 cited
  • 2022Integrating ARCS motivational model and flipped teaching in L2 classrooms: a case of EFL expository writing32 cited
  • 2021Gamifying Sexual Education for Adolescents in a Low-Tech Setting: Quasi-Experimental Design Study29 cited
  • 2017Increasing Student’s Motivation and Geography Learning Outcome Using Active Debate Method Assisted by ISpring Suite17 cited
  • 2026Complementary Professional Education Programs at the Russian State Library: An Assessment of Participant Motivation1 cited