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Game‐based assessment: investigating the impact on test anxiety and exam performance
16 references·7 citing·42 second hop
Game‐based assessment: investigating the impact on test anxiety and exam performance (2016)Game‐based assessment: investigating the …Gamifying learning experiences: Practical implications and outcomes (2013)Gamifying learning experience…The effects of modern mathematics computer games on mathematics achievement and class motivation (2010)The effects of modern mathema…Measuring and defining the experience of immersion in games (2008)Measuring and defining the ex…Good Video Games and Good Learning (2007)Good Video Games and Good Lea…Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. (2006)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…A grounded investigation of game immersion (2004)A grounded investigation of g…What video games have to teach us about learning and literacy (2003)What video games have to teac…Digital game-based learning (2003)Digital game-based learningCognitive Test Anxiety and Academic Performance (2002)Cognitive Test Anxiety and Ac…Test Anxiety: The State of the Art (1998)Test Anxiety: The State of th…Grounded theory research: Procedures, canons, and evaluative criteria (1990)Grounded theory research: Pro…Correlates, Causes, Effects, and Treatment of Test Anxiety (1988)Correlates, Causes, Effects, …Test anxiety : theory, research, and applications (1980)Test anxiety : theory, resear…Cognitive and Emotional Components of Test Anxiety: A Distinction and Some Initial Data (1967)Cognitive and Emotional Compo…Perceptions and factors affecting the adoption of digital games for engineering education: a mixed-method research (2023)Perceptions and factors affec…A Systematic Literature Review of Game-Based Assessment Studies: Trends and Challenges (2022)A Systematic Literature Revie…A meta-analytic review of gamified interventions in mental health enhancement (2022)A meta-analytic review of gam…Polar knowledge of US students as indicated by an online Kahoot! quiz game (2021)Polar knowledge of US student…Investigation of the effects of an online instant response system on students in a middle school of a rural area (2018)Investigation of the effects …Game-Based Versus to Non-Game-Based: The Impact of Student Response Systems on Students'Achievements, Engagements and Test Anxieties (2018)Game-Based Versus to Non-Game…A model of gameful design for learning using interactive tabletops: enactment and evaluation in the socio-emotional education classroom (2018)A model of gameful design for…The Structure of Scientific Revolutions (1963)The Structure of Scientific Revolutions (1963)Thematic networks: an analytic tool for qualitative research (2001)From the Editors: What Grounded Theory is Not (2006)Theory Building From Cases: Opportunities And Challenges (2007)The Discovery of Grounded Theory (2017)Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. 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References

  • 1990Grounded theory research: Procedures, canons, and evaluative criteria11,129 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 2003Digital game-based learning3,104 cited
  • 2008Measuring and defining the experience of immersion in games2,018 cited
  • 2013Gamifying learning experiences: Practical implications and outcomes2,013 cited
  • 1988Correlates, Causes, Effects, and Treatment of Test Anxiety1,721 cited
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  • 2004A grounded investigation of game immersion1,193 cited
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  • 2010The effects of modern mathematics computer games on mathematics achievement and class motivation649 cited

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  • 2004The Next Generation of Educational Engagement642 cited
  • Cited by

    • 2018Game-Based Versus to Non-Game-Based: The Impact of Student Response Systems on Students'Achievements, Engagements and Test Anxieties78 cited
    • 2018Investigation of the effects of an online instant response system on students in a middle school of a rural area76 cited
    • 2022A Systematic Literature Review of Game-Based Assessment Studies: Trends and Challenges72 cited
    • 2022A meta-analytic review of gamified interventions in mental health enhancement67 cited
    • 2018A model of gameful design for learning using interactive tabletops: enactment and evaluation in the socio-emotional education classroom51 cited
    • 2023Perceptions and factors affecting the adoption of digital games for engineering education: a mixed-method research45 cited
    • 2021Polar knowledge of US students as indicated by an online Kahoot! quiz game9 cited