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Designing for Game-Based Learning: The Effective Integration of Technology to Support Learning
16 references·8 citing·43 second hop
Designing for Game-Based Learning: The Effective Integration of Technology to Support Learning (2015)Designing for Game-Based Learning: The Ef…Gamification of Education: A Review of Literature (2014)Gamification of Education: A …Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Assessing the effects of gami…Gamifying learning experiences: Practical implications and outcomes (2013)Gamifying learning experience…Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness (2013)Digital game-based learning: …Digital badges in education (2013)Digital badges in educationAre badges useful in education?: it depends upon the type of badge and expertise of learner (2013)Are badges useful in educatio…Removing obstacles to the pedagogical changes required by Jonassen's vision of authentic technology-enabled learning (2012)Removing obstacles to the ped…From game design elements to gamefulness (2011)From game design elements to …From Edutainment to Serious Games: A Change in the Use of Game Characteristics (2010)From Edutainment to Serious G…Not just fun, but serious strategies: Using meta-cognitive strategies in game-based learning (2009)Not just fun, but serious str…Mobile game‐based learning in secondary education: engagement, motivation and learning in a mobile city game (2009)Mobile game‐based learning in…Educational game design for online education (2008)Educational game design for o…Successful implementation of user-centered game based learning in higher education: An example from civil engineering (2006)Successful implementation of …Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. (2006)Digital Game-Based Learning: …Learning by Design: Good Video Games as Learning Machines (2005)Learning by Design: Good Vide…Engaging by design: How engagement strategies in popular computer and video games can inform instructional design (2005)Engaging by design: How engag…Investigating the impact of a gamified learning analytics dashboard: Student experiences and academic achievement (2023)Investigating the impact of a…Promoting art appreciation performances and behaviors in effective and joyful contexts: A two-tier test-based digital gaming approach (2022)Promoting art appreciation pe…Comparing the effectiveness of badges and leaderboards on academic performance and motivation of students in fully versus partially gamified online physics classes (2022)Comparing the effectiveness o…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…Using Digital Game-Based Learning for Students with Intellectual Disabilities – A Systematic Literature Review (2020)Using Digital Game-Based Lear…Engaging undergraduate students in a co-curricular digital badging platform (2017)Engaging undergraduate studen…Designing With Game-Based Learning: Game Mechanics From Middle School to Higher Education (2017)Designing With Game-Based Lea…Student Participation and Achievement in a Large Lecture Course With Game-Based Learning (2015)Student Participation and Ach…What Video Games Have to Teach Us about Learning and Literacy (2004)Serious Games : An Overview (2007)The ECAR Study of Undergraduate Students and Information Technology, 2007 (2007)Information technology and Gen Z: The role of teachers, the internet, and technology in the education of young people (2021)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Motivational Beliefs, Values, and Goals (2002)The Power of Feedback (2007)An activity theory-based model for serious games analysis and conceptual design (2015)Essential features of serious games design in higher education: Linking learning attributes to game mechanics (2016)Comparing success and engagement in gamified learning experiences via Kahoot and Quizizz (2019)Cooperation and Competition: Theory and Research (1989)Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature (2001)Investigating the learning‐theory foundations of game‐based learning: a meta‐analysis (2011)A contextual game-based learning approach to improving students' inquiry-based learning performance in social studies courses (2014)The impact of learning design on student behaviour, satisfaction and performance: A cross-institutional comparison across 151 modules (2016)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Gamification. using game-design elements in non-gaming contexts (2011)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Gamification in theory and action: A survey (2014)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)A Theory of Social Comparison Processes (1954)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)Conditions of Learning (1965)Human Characteristics and School Learning (1979)Using game theory and Competition-based Learning to stimulate student motivation and performance (2010)A concept map-embedded educational computer game for improving students' learning performance in natural science courses (2013)Play, Dreams And Imitation In Childhood (2013)The wear out effect of a game-based student response system (2014)Flow: The Psychology of Optimal Experience (1991)Situated Learning (1991)Learning in immersive worlds: A review of game-based learning (2006)Gameplay Engagement and Learning in Game-Based Learning (2015)Situated Learning: Legitimate Peripheral Participation. (1994)Basics of qualitative research : techniques and procedures for developing grounded theory (1998)The concept of flow in collaborative game-based learning (2011)A meta-analysis of serious digital games for healthy lifestyle promotion (2014)What video games have to teach us about learning and literacy (2003)Investigating the impact of video games on high school students’ engagement and learning about genetics (2009)The maturing of gamification research (2017)
this work references cited by second hop

References

  • 2011From game design elements to gamefulness8,391 cited
  • 2013Gamifying learning experiences: Practical implications and outcomes2,013 cited
  • 2014Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance1,927 cited
  • 2006Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless.1,172 cited
  • 2005Learning by Design: Good Video Games as Learning Machines829 cited
  • 2006Successful implementation of user-centered game based learning in higher education: An example from civil engineering660 cited
  • 2005Engaging by design: How engagement strategies in popular computer and video games can inform instructional design628 cited
  • 2013Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness614 cited
  • 2008Educational game design for online education580 cited
  • 2009Mobile game‐based learning in secondary education: engagement, motivation and learning in a mobile city game548 cited
  • 2012Removing obstacles to the pedagogical changes required by Jonassen's vision of authentic technology-enabled learning499 cited
  • 2014Gamification of Education: A Review of Literature495 cited
  • 2013Are badges useful in education?: it depends upon the type of badge and expertise of learner486 cited

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2009
Not just fun, but serious strategies: Using meta-cognitive strategies in game-based learning
479 cited
  • 2013Digital badges in education472 cited
  • 2010From Edutainment to Serious Games: A Change in the Use of Game Characteristics458 cited
  • Cited by

    • 2022Comparing the effectiveness of badges and leaderboards on academic performance and motivation of students in fully versus partially gamified online physics classes74 cited
    • 2017Designing With Game-Based Learning: Game Mechanics From Middle School to Higher Education41 cited
    • 2017Engaging undergraduate students in a co-curricular digital badging platform37 cited
    • 2015Student Participation and Achievement in a Large Lecture Course With Game-Based Learning36 cited
    • 2023Investigating the impact of a gamified learning analytics dashboard: Student experiences and academic achievement35 cited
    • 2021Examining Essential Flow Antecedents to promote students’ Self-Regulated Learning and Acceptance of Use in a Game-Based Learning classroom33 cited
    • 2022Promoting art appreciation performances and behaviors in effective and joyful contexts: A two-tier test-based digital gaming approach30 cited
    • 2020Using Digital Game-Based Learning for Students with Intellectual Disabilities – A Systematic Literature Review29 cited