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Analyzing gameplay data to inform feedback loops in The Radix Endeavor
16 references·0 citing·44 second hop
Analyzing gameplay data to inform feedback loops in The Radix Endeavor (2017)Analyzing gameplay data to inform feedbac…Game-based Learning and 21st century skills: A review of recent research (2016)Game-based Learning and 21st …Digital Games, Design, and Learning (2015)Digital Games, Design, and Le…The Cambridge Handbook of the Learning Sciences (2014)The Cambridge Handbook of the…A meta-analysis of the cognitive and motivational effects of serious games. (2013)A meta-analysis of the cognit…A systematic literature review of empirical evidence on computer games and serious games (2012)A systematic literature revie…Computer Games and Instruction. (2011)Computer Games and Instructio…Serious games : mechanisms and effects (2009)Serious games : mechanisms an…Investigating the impact of video games on high school students’ engagement and learning about genetics (2009)Investigating the impact of v…The effects of computer games on primary school students’ achievement and motivation in geography learning (2008)The effects of computer games…Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2008)Digital Game-Based Learning i…What Video Games Have to Teach Us About Learning and Literacy (2007)What Video Games Have to Teac…Computer Gaming and Interactive Simulations for Learning: A Meta-Analysis (2006)Computer Gaming and Interacti…Understanding interobserver agreement: the kappa statistic. (2005)Understanding interobserver a…Making learning fun: Quest Atlantis, a game without guns (2005)Making learning fun: Quest At…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…A BRIEF INTRODUCTION TO EVIDENCE‐CENTERED DESIGN (2003)A BRIEF INTRODUCTION TO EVIDE…A Coefficient of Agreement for Nominal Scales (1960)Weighted kappa: Nominal scale agreement provision for scaled disagreement or partial credit. (1968)The Measurement of Observer Agreement for Categorical Data (1977)Consensus measurement in Delphi studies (2012)Content Analysis (2015)National Trends in the Prevalence and Treatment of Depression in Adolescents and Young Adults (2016)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. 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An extended TAM with social influences and flow experience (2003)Enjoyment: At the Heart of Media Entertainment (2004)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Flow: the psychology of optimal experience (1990)Interrater reliability: the kappa statistic (2012)Designing Engaging Games for Education: A Systematic Literature Review on Game Motivators and Design Principles (2020)The impact of gamification on learning and instruction: A systematic review of empirical evidence (2020)Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)Defining and Measuring Engagement and Learning in Science: Conceptual, Theoretical, Methodological, and Analytical Issues (2015)Seven Affordances of Computer-Supported Collaborative Learning: How to Support Collaborative Learning? How Can Technologies Help? 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References

  • 2005Understanding interobserver agreement: the kappa statistic.7,009 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2012A systematic literature review of empirical evidence on computer games and serious games2,890 cited
  • 2013A meta-analysis of the cognitive and motivational effects of serious games.1,857 cited
  • 2008Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation1,689 cited
  • 2015Digital Games, Design, and Learning1,268 cited
  • 2016Game-based Learning and 21st century skills: A review of recent research1,119 cited
  • 2005Making learning fun: Quest Atlantis, a game without guns949 cited
  • 2006Computer Gaming and Interactive Simulations for Learning: A Meta-Analysis936 cited
  • 2014The Cambridge Handbook of the Learning Sciences907 cited
  • 2009Serious games : mechanisms and effects837 cited
  • 2007What Video Games Have to Teach Us About Learning and Literacy735 cited
  • 2009Investigating the impact of video games on high school students’ engagement and learning about genetics646 cited
  • 2008The effects of computer games on primary school students’ achievement and motivation in geography learning587 cited

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2003
A BRIEF INTRODUCTION TO EVIDENCE‐CENTERED DESIGN
511 cited
  • 2011Computer Games and Instruction.491 cited
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