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The effects of conversation-gambits visual-novel game on students' english achievement and motivation
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The effects of conversation-gambits visual-novel game on students' english achievement and motivation (2016)The effects of conversation-gambits visua…Digital Game-Based Learning (2020)Digital Game-Based LearningUsing ubiquitous games in an English listening and speaking course: Impact on learning outcomes and motivation (2010)Using ubiquitous games in an …The effects of modern mathematics computer games on mathematics achievement and class motivation (2010)The effects of modern mathema…Digital Game-Based Learning (2010)Digital Game-Based LearningDigital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2008)Digital Game-Based Learning i…Digital Games in Education (2007)Digital Games in EducationOnline vocabulary games as a tool for teaching and learning English vocabulary (2006)Online vocabulary games as a …Gaming in a 3D multiuser virtual environment: engaging students in Science lessons (2006)Gaming in a 3D multiuser virt…Gameplaying for maths learning: cooperative or not? (2006)Gameplaying for maths learnin…Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. (2006)Digital Game-Based Learning: …Computer Gaming and Interactive Simulations for Learning: A Meta-Analysis (2006)Computer Gaming and Interacti…Changing the Game: What Happens When Video Games Enter the Classroom? (2005)Changing the Game: What Happe…Beyond Nintendo: design and assessment of educational video games for first and second grade students (2002)Beyond Nintendo: design and a…The Effectiveness of Games for Educational Purposes: A Review of Recent Research (1992)The Effectiveness of Games fo…Development and use of the ARCS model of instructional design (1987)Development and use of the AR…Experimental and quasi-experimental designs for research on teaching (1963)Experimental and quasi-experi…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)Understanding Media: The Extensions of Man (1964)Perspectives on Activity Theory (1999)Mobile game‐based learning in secondary education: engagement, motivation and learning in a mobile city game (2009)An online game approach for improving students’ learning performance in web-based problem-solving activities (2012)The potential of digital tools to enhance mathematics and science learning in secondary schools: A context-specific meta-analysis (2020)Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games (1996)A META‐ANALYTIC EXAMINATION OF THE INSTRUCTIONAL EFFECTIVENESS OF COMPUTER‐BASED SIMULATION GAMES (2011)The benefits of playing video games. (2013)Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. (2017)Digital game-based learning (2003)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Digital Games, Design, and Learning (2015)Foundations of Game-Based Learning (2015)Statistical principles in experimental design. (1962)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Designing effective instruction (2004)Factors Influencing Adult Learners' Decision to Drop Out or Persist in Online Learning (2009)Emotional design in multimedia learning. (2011)Flow: the psychology of optimal experience (1990)Self-Regulated Learning and Academic Achievement: An Overview (1990)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)Toward a Theory of Intrinsically Motivating Instruction* (1981)Experimental and Quasi-Experimental Designs for Research (1963)Experiential Learning : Experience as the Source of Learning and Development (1983)Experience and Education (1986)Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness (2013)Gameplay Engagement and Learning in Game-Based Learning (2015)Detecting latent topics and trends in educational technologies over four decades using structural topic modeling: A retrospective of all volumes of Computers & Education (2020)The Theory and Practice of Online Learning (2008)Handbook of Self-Regulation of Learning and Performance (2017)Students' evaluations of university teaching: Dimensionality, reliability, validity, potential baises, and utility. (1984)Students' evaluations of University teaching: Research findings, methodological issues, and directions for future research (1987)When interventions harm: Peer groups and problem behavior. (1999)
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References

  • 2020Digital Game-Based Learning2,893 cited
  • 1987Development and use of the ARCS model of instructional design2,332 cited
  • 2008Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation1,689 cited
  • 1963Experimental and quasi-experimental designs for research on teaching1,540 cited
  • 2006Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless.1,172 cited
  • 2006Computer Gaming and Interactive Simulations for Learning: A Meta-Analysis936 cited
  • 1992The Effectiveness of Games for Educational Purposes: A Review of Recent Research765 cited
  • 2002Beyond Nintendo: design and assessment of educational video games for first and second grade students699 cited
  • 2010The effects of modern mathematics computer games on mathematics achievement and class motivation649 cited
  • 2007Digital Games in Education607 cited
  • 2010Using ubiquitous games in an English listening and speaking course: Impact on learning outcomes and motivation550 cited
  • 2005Changing the Game: What Happens When Video Games Enter the Classroom?407 cited
  • 2006Gameplaying for maths learning: cooperative or not?323 cited
  • 2006Online vocabulary games as a tool for teaching and learning English vocabulary278 cited

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  • 2010Digital Game-Based Learning267 cited
  • 2006Gaming in a 3D multiuser virtual environment: engaging students in Science lessons250 cited
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