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Relationship between Motivation and Student’s Activity on Educational Game
16 references·1 citing·40 second hop
Relationship between Motivation and Student’s Activity on Educational Game (2013)Relationship between Motivation and Stude…Digital Game-Based Learning (2020)Digital Game-Based LearningFlow in games (and everything else) (2007)Flow in games (and everything…Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. (2006)Digital Game-Based Learning: …Video Games and the Future of Learning (2005)Video Games and the Future of…Making learning fun: Quest Atlantis, a game without guns (2005)Making learning fun: Quest At…Engaging by design: How engagement strategies in popular computer and video games can inform instructional design (2005)Engaging by design: How engag…Educating the Net Generation (2005)Educating the Net GenerationDigital 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…The Next Generation of Educational Engagement (2004)The Next Generation of Educat…Video Games in Education (2003)Video Games in EducationGames, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…Intrinsic and extrinsic motivation : the search for optimal motivation and performance (2000)Intrinsic and extrinsic motiv…Finding flow: the psychology of engagement with everyday life (1997)Finding flow: the psychology …The Psychology of Emotions (1991)The Psychology of EmotionsA new self-report scale of intrinsic versus extrinsic orientation in the classroom: Motivational and informational components. (1981)A new self-report scale of in…Active Learning via Problem-Based Collaborative Games in a Large Mathematics University Course in Hong Kong (2019)Active Learning via Problem-B…Hamlet on the Holodeck (1997)The ‘digital natives’ debate: A critical review of the evidence (2008)The Theory and Practice of Online Learning (2008)e-Learning, online learning, and distance learning environments: Are they the same? (2010)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1956)Thought and language (1962)Experiential Learning : Experience as the Source of Learning and Development (1983)EGameFlow: A scale to measure learners’ enjoyment of e-learning games (2008)Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies (2012)The Theory of the Estimation of Test Reliability (1937)Motivation reconsidered: The concept of competence. (1963)The Perceived Competence Scale for Children (1982)The support of autonomy and the control of behavior. (1987)Toward A Hierarchical Model of Intrinsic and Extrinsic Motivation (1997)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)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)Self-efficacy: Toward a unifying theory of behavioral change. (1977)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)A meta-analysis of the cognitive and motivational effects of serious games. (2013)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)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)Short-term and long-term consequences of achievement goals: Predicting interest and performance over time. (2000)A Measure of College Student Course Engagement (2005)Finding "Meaning" in Psychology: A Lay Theories Approach to Self-Regulation, Social Perception, and Social Development. (2006)Measuring the Customer Experience in Online Environments: A Structural Modeling Approach (2000)Student engagement in high school classrooms from the perspective of flow theory. (2003)The Concept of Flow (2014)Why Does Social Exclusion Hurt? The Relationship Between Social and Physical Pain. (2005)Warmth and Competence as Universal Dimensions of Social Perception: The Stereotype Content Model and the BIAS Map (2008)Anger is an approach-related affect: Evidence and implications. (2009)Handbook of Self-Regulation of Learning and Performance (2017)
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  • 1997Finding flow: the psychology of engagement with everyday life3,522 cited
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Engaging by design: How engagement strategies in popular computer and video games can inform instructional design
628 cited

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  • 2019Active Learning via Problem-Based Collaborative Games in a Large Mathematics University Course in Hong Kong49 cited