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The Effects of Game-Based Learning and Anticipation of a Test on the Learning Outcomes of 10th Grade Geology Students
16 references·1 citing·45 second hop
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Exploring Factors Inhibiting the Uptake of Computer and Video Games (2008)What Hinders Teachers in Usin…Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2008)Digital Game-Based Learning i…The Effectiveness of Instructional Games: A Literature Review and Discussion (2005)The Effectiveness of Instruct…Combining Software Games with Education: Evaluation of its Educational Effectiveness (2005)Combining Software Games with…The Next Generation of Educational Engagement (2004)The Next Generation of Educat…Report on the educational use of games (2002)Report on the educational use…Games, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…Beyond Nintendo: design and assessment of educational video games for first and second grade students (2002)Beyond Nintendo: design and a…Toward an integrative theory of training motivation: A meta-analytic path analysis of 20 years of research. (2000)Toward an integrative theory …INFLUENCES OF INDIVIDUAL AND SITUATIONAL CHARACTERISTICS ON MEASURES OF TRAINING EFFECTIVENESS. (1992)INFLUENCES OF INDIVIDUAL AND …Video Kids: Making Sense of Nintendo (1991)Video Kids: Making Sense of N…Investigating the impact of a gamified learning analytics dashboard: Student experiences and academic achievement (2023)Investigating the impact of a…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)Digital game-based learning (2003)A meta-analysis of the cognitive and motivational effects of serious games. 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References

  • 2002Games, Motivation, and Learning: A Research and Practice Model3,211 cited
  • 2000Toward an integrative theory of training motivation: A meta-analytic path analysis of 20 years of research.2,124 cited
  • 2008Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation1,689 cited
  • 2021Making Learning Fun : A Taxonomy of Intrinsic Motivations for Learning907 cited
  • 1992INFLUENCES OF INDIVIDUAL AND SITUATIONAL CHARACTERISTICS ON MEASURES OF TRAINING EFFECTIVENESS.852 cited
  • 2002Beyond Nintendo: design and assessment of educational video games for first and second grade students699 cited
  • 2004The Next Generation of Educational Engagement642 cited
  • 2013Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness614 cited
  • 2005The Effectiveness of Instructional Games: A Literature Review and Discussion581 cited
  • 2009Exploring the potential of computer and video games for health and physical education: A literature review564 cited
  • 2005Combining Software Games with Education: Evaluation of its Educational Effectiveness422 cited
  • 2012An online game approach for improving students’ learning performance in web-based problem-solving activities339 cited
  • 2002Report on the educational use of games333 cited
  • 2012

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Building virtual cities, inspiring intelligent citizens: Digital games for developing students’ problem solving and learning motivation
322 cited
  • 1991Video Kids: Making Sense of Nintendo319 cited
  • 2008What Hinders Teachers in Using Computer and Video Games in the Classroom? Exploring Factors Inhibiting the Uptake of Computer and Video Games205 cited
  • Cited by

    • 2023Investigating the impact of a gamified learning analytics dashboard: Student experiences and academic achievement35 cited