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Stimulating students’ engagement in mathematics courses in non-STEM academic programmes: A game-based learning
16 references·11 citing·40 second hop
Stimulating students’ engagement in mathematics courses in non-STEM academic programmes: A game-based learning (2017)Stimulating students’ engagement in mathe…Gamification in Education: A Systematic Mapping Study (2015)Gamification in Education: A …Benefits for Women and Men of Inquiry-Based Learning in College Mathematics: A Multi-Institution Study (2014)Benefits for Women and Men of…Improving learning achievements, motivations and problem-solving skills through a peer assessment-based game development approach (2013)Improving learning achievemen…Advancements and trends in digital game‐based learning research: a review of publications in selected journals from 2001 to 2010 (2011)Advancements and trends in di…Using game theory and Competition-based Learning to stimulate student motivation and performance (2010)Using game theory and Competi…Relationships Between Game Attributes and Learning Outcomes (2008)Relationships Between Game At…Gender differences in game activity preferences of middle school children: implications for educational game design (2008)Gender differences in game ac…Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. (2006)Digital Game-Based Learning: …The Effectiveness of Instructional Games: A Literature Review and Discussion (2005)The Effectiveness of Instruct…Does Active Learning Work? A Review of the Research (2004)Does Active Learning Work? A …Technology and social inclusion: rethinking the digital divide (2003)Technology and social inclusi…Technology and Social Inclusion (2003)Technology and Social Inclusi…Games, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…Self-determination and persistence in a real-life setting: Toward a motivational model of high school dropout. (1997)Self-determination and persis…Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…Enhancing Learning Engagement: A Study on Gamification’s Influence on Motivation and Cognitive Load (2024)Enhancing Learning Engagement…Exploring the role of gamification in motivating students to learn (2023)Exploring the role of gamific…Improvement of Student Learning Motivation through Word-Wall-based Digital Game Media (2022)Improvement of Student Learni…Evaluation of a mobile-based scaffolding board game developed by scaffolding-based game editor: analysis of learners’ performance, anxiety and behavior patterns (2022)Evaluation of a mobile-based …Effects of Using Game-Based Learning to Improve the Academic Performance and Motivation in Engineering Studies (2022)Effects of Using Game-Based L…Effectiveness of Digital Game Based Learning Strategy in Higher Educational Perspectives (2022)Effectiveness of Digital Game…Do games reduce maths anxiety? A meta-analysis (2022)Do games reduce maths anxiety…Interweaving gaming and educational technologies: Clustering and forecasting the trends of game-based learning research by bibliometric and visual analysis (2021)Interweaving gaming and educa…A Review of Gamification Impact on Student Behavioural and Learning Outcomes (2021)A Review of Gamification Impa…In-Game Actions to Promote Game-Based Math Learning Engagement (2019)In-Game Actions to Promote Ga…The impact of a forfeit-or-prize gamified teaching on e-learners’ learning performance (2018)The impact of a forfeit-or-pr…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)Equilibrium points in n -person games (1950)The Evolution of Cooperation (1981)A collaborative game-based learning approach to improving students' learning performance in science courses (2012)The effect of virtual achievements on student engagement (2013)Investigating the effects of gamification-enhanced flipped learning on undergraduate students’ behavioral and cognitive engagement (2018)Theory of games and economic behavior (2019)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)The efficacy of psychological, educational, and behavioral treatment: Confirmation from meta-analysis. (1993)What Matters in College? Four Critical Years Revisited. 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References

  • 1990Flow: the psychology of optimal experience12,637 cited
  • 1991Flow: The Psychology of Optimal Experience9,395 cited
  • 2004Does Active Learning Work? A Review of the Research7,318 cited
  • 2002Games, Motivation, and Learning: A Research and Practice Model3,211 cited
  • 2003Technology and Social Inclusion1,819 cited
  • 2003Technology and social inclusion: rethinking the digital divide1,738 cited
  • 2015Gamification in Education: A Systematic Mapping Study1,551 cited
  • 2006Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless.1,172 cited
  • 1997Self-determination and persistence in a real-life setting: Toward a motivational model of high school dropout.1,165 cited
  • 2010Using game theory and Competition-based Learning to stimulate student motivation and performance685 cited
  • 2005The Effectiveness of Instructional Games: A Literature Review and Discussion581 cited
  • 2008Relationships Between Game Attributes and Learning Outcomes525 cited
  • 2011Advancements and trends in digital game‐based learning research: a review of publications in selected journals from 2001 to 2010302 cited
  • 2013Improving learning achievements, motivations and problem-solving skills through a peer assessment-based game development approach237 cited

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  • 2008Gender differences in game activity preferences of middle school children: implications for educational game design221 cited
  • 2014Benefits for Women and Men of Inquiry-Based Learning in College Mathematics: A Multi-Institution Study206 cited
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    • 2022Do games reduce maths anxiety? A meta-analysis59 cited
    • 2024Enhancing Learning Engagement: A Study on Gamification’s Influence on Motivation and Cognitive Load51 cited
    • 2018The impact of a forfeit-or-prize gamified teaching on e-learners’ learning performance46 cited
    • 2023Exploring the role of gamification in motivating students to learn44 cited
    • 2021Interweaving gaming and educational technologies: Clustering and forecasting the trends of game-based learning research by bibliometric and visual analysis43 cited
    • 2022Effectiveness of Digital Game Based Learning Strategy in Higher Educational Perspectives37 cited
    • 2022Effects of Using Game-Based Learning to Improve the Academic Performance and Motivation in Engineering Studies34 cited
    • 2019In-Game Actions to Promote Game-Based Math Learning Engagement29 cited
    • 2022Evaluation of a mobile-based scaffolding board game developed by scaffolding-based game editor: analysis of learners’ performance, anxiety and behavior patterns27 cited