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Is More Agency Better? The Impact of Student Agency on Game-Based Learning
16 references·1 citing·50 second hop
Is More Agency Better? The Impact of Student Agency on Game-Based Learning (2017)Is More Agency Better? The Impact of Stud…Digital Games, Design, and Learning (2015)Digital Games, Design, and Le…Defining and Measuring Engagement and Learning in Science: Conceptual, Theoretical, Methodological, and Analytical Issues (2015)Defining and Measuring Engage…Metacognition (2014)MetacognitionComputer Games for Learning: An Evidence-Based Approach (2014)Computer Games for Learning: …Computer Games for Learning (2014)Computer Games for LearningAssessment and Learning of Qualitative Physics in Newton's Playground (2013)Assessment and Learning of Qu…A meta-analysis of the cognitive and motivational effects of serious games. (2013)A meta-analysis of the cognit…The weave of motivation and self-regulated learning. (2012)The weave of motivation and s…Integrating Learning, Problem Solving, and Engagement in Narrative-Centered Learning Environments (2011)Integrating Learning, Problem…Motivation and Self-Regulated Learning: Theory, Research, and Applications (2009)Motivation and Self-Regulated…Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching (2006)Why Minimal Guidance During I…Making learning fun: Quest Atlantis, a game without guns (2005)Making learning fun: Quest At…Should There Be a Three-Strikes Rule Against Pure Discovery Learning? (2004)Should There Be a Three-Strik…Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Self-determination theory and…How seductive details do their damage: A theory of cognitive interest in science learning. (1998)How seductive details do thei…Intrinsic motivation and the process of learning: Beneficial effects of contextualization, personalization, and choice. (1996)Intrinsic motivation and the …The Impact of In-Classroom Non-Digital Game-Based Learning Activities on Students Transitioning to Higher Education (2023)The Impact of In-Classroom No…Reciprocal Teaching of Comprehension-Fostering and Comprehension-Monitoring Activities (1984)How people learn (2000)THE ACT OF DISCOVERY (2006)Scaffolding and Achievement in Problem-Based and Inquiry Learning: A Response to Kirschner, Sweller, and Clark (2006) (2007)The ICAP Framework: Linking Cognitive Engagement to Active Learning Outcomes (2014)The magical number seven, plus or minus two: Some limits on our capacity for processing information. 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References

  • 2000Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being.46,804 cited
  • 2006Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching6,900 cited
  • 2004Should There Be a Three-Strikes Rule Against Pure Discovery Learning?2,525 cited
  • 2013A meta-analysis of the cognitive and motivational effects of serious games.1,857 cited
  • 1996Intrinsic motivation and the process of learning: Beneficial effects of contextualization, personalization, and choice.1,568 cited
  • 2009Motivation and Self-Regulated Learning: Theory, Research, and Applications1,435 cited
  • 2015Digital Games, Design, and Learning1,268 cited
  • 2005Making learning fun: Quest Atlantis, a game without guns949 cited
  • 1998How seductive details do their damage: A theory of cognitive interest in science learning.854 cited
  • 2015Defining and Measuring Engagement and Learning in Science: Conceptual, Theoretical, Methodological, and Analytical Issues418 cited
  • 2012The weave of motivation and self-regulated learning.361 cited
  • 2011Integrating Learning, Problem Solving, and Engagement in Narrative-Centered Learning Environments346 cited
  • 2014Computer Games for Learning241 cited
  • 2013Assessment and Learning of Qualitative Physics in Newton's Playground

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168 cited
  • 2014Metacognition132 cited
  • 2014Computer Games for Learning: An Evidence-Based Approach127 cited
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    • 2023The Impact of In-Classroom Non-Digital Game-Based Learning Activities on Students Transitioning to Higher Education35 cited