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The development of situational interest during a digital mathematics game
16 references·5 citing·37 second hop
The development of situational interest during a digital mathematics game (2018)The development of situational interest d…Auxiliary Variables in Mixture Modeling: Three-Step Approaches Using M plus (2014)Auxiliary Variables in Mixtur…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…Latent Class Modeling with Covariates: Two Improved Three-Step Approaches (2010)Latent Class Modeling with Co…Handbook of Motivation at School (2009)Handbook of Motivation at Sch…The ‘digital natives’ debate: A critical review of the evidence (2008)The ‘digital natives’ debate:…An Introduction to Latent Class Growth Analysis and Growth Mixture Modeling (2007)An Introduction to Latent Cla…The Four-Phase Model of Interest Development (2006)The Four-Phase Model of Inter…Motivational Beliefs, Values, and Goals (2002)Motivational Beliefs, Values,…Digital Natives, Digital Immigrants Part 2: Do They Really Think Differently? (2001)Digital Natives, Digital Immi…Digital Natives, Digital Immigrants Part 1 (2001)Digital Natives, Digital Immi…Motivating the Academically Unmotivated: A Critical Issue for the 21st Century (2000)Motivating the Academically U…Integrating Person‐Centered and Variable‐Centered Analyses: Growth Mixture Modeling With Latent Trajectory Classes (2000)Integrating Person‐Centered a…Expectancy–Value Theory of Achievement Motivation (2000)Expectancy–Value Theory of Ac…Expectancy-value theory of achievement motivation: A developmental perspective (1994)Expectancy-value theory of ac…A Handbook of Child Psychology. (1933)A Handbook of Child Psycholog…Game-based features in intelligent game-based learning environments: a systematic literature review (2023)Game-based features in intell…Meaningful Learning in Mathematics: A Research Synthesis of Teaching Approaches (2022)Meaningful Learning in Mathem…Does the emotional design of scaffolds enhance learning and motivational outcomes in game‐based learning? (2022)Does the emotional design of …Mutual relationships between the levels of and changes in interest, self-efficacy, and perceived difficulty during task engagement (2021)Mutual relationships between …Flow Experience and Situational Interest in Game-Based Learning: Cousins or Identical Twins (2021)Flow Experience and Situation…Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-Efficacy: The Exercise of Control (1999)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. 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(2009)Digital Natives, Digital Immigrants (2012)Digital Natives, Digital Immigrants (2013)The relationship between addictive use of social media, narcissism, and self-esteem: Findings from a large national survey (2016)Deciding on the Number of Classes in Latent Class Analysis and Growth Mixture Modeling: A Monte Carlo Simulation Study (2007)Methods and Measures: Growth mixture modeling: A method for identifying differences in longitudinal change among unobserved groups (2009)Weighing the Costs of Disaster (2010)Latent profile analysis: A review and “how to” guide of its application within vocational behavior research (2020)Self-efficacy: the exercise of control (1997)Academic Self-Concept and Self-Efficacy: How Different Are They Really? (2003)Experiential Learning : Experience as the Source of Learning and Development (1983)Cognitive Load During Problem Solving: Effects on Learning (1988)Are digital natives a myth or reality? University students’ use of digital technologies (2010)Understanding Generation Y and their use of social media: a review and research agenda (2013)Games, Motivation, and Learning: A Research and Practice Model (2002)Why do people play on-line games? An extended TAM with social influences and flow experience (2003)Enjoyment: At the Heart of Media Entertainment (2004)Gamifying learning experiences: Practical implications and outcomes (2013)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Handbook of Self-Regulation of Learning and Performance (2017)An Introduction to Latent Variable Mixture Modeling (Part 1): Overview and Cross-Sectional Latent Class and Latent Profile Analyses (2013)Finding latent groups in observed data: A primer on latent profile analysis in Mplus for applied researchers (2019)Latent Class Analysis: A Guide to Best Practice (2020)Ecological Momentary Assessment (2007)
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References

  • 2001Digital Natives, Digital Immigrants Part 111,096 cited
  • 2002Motivational Beliefs, Values, and Goals7,564 cited
  • 2000Expectancy–Value Theory of Achievement Motivation7,373 cited
  • 2006The Four-Phase Model of Interest Development4,692 cited
  • 2001Digital Natives, Digital Immigrants Part 2: Do They Really Think Differently?4,031 cited
  • 2014Auxiliary Variables in Mixture Modeling: Three-Step Approaches Using M plus3,569 cited
  • 2007An Introduction to Latent Class Growth Analysis and Growth Mixture Modeling3,203 cited
  • 2000Integrating Person‐Centered and Variable‐Centered Analyses: Growth Mixture Modeling With Latent Trajectory Classes3,157 cited
  • 2008The ‘digital natives’ debate: A critical review of the evidence2,957 cited
  • 2012A systematic literature review of empirical evidence on computer games and serious games2,890 cited
  • 2009Handbook of Motivation at School2,465 cited
  • 2010Latent Class Modeling with Covariates: Two Improved Three-Step Approaches2,364 cited
  • 2013A meta-analysis of the cognitive and motivational effects of serious games.1,857 cited
  • 2000Motivating the Academically Unmotivated: A Critical Issue for the 21st Century1,689 cited
  • 1933A Handbook of Child Psychology.

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1,645 cited
  • 1994Expectancy-value theory of achievement motivation: A developmental perspective1,304 cited
  • Cited by

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    • 2022Meaningful Learning in Mathematics: A Research Synthesis of Teaching Approaches61 cited
    • 2023Game-based features in intelligent game-based learning environments: a systematic literature review52 cited
    • 2021Flow Experience and Situational Interest in Game-Based Learning: Cousins or Identical Twins42 cited
    • 2022Does the emotional design of scaffolds enhance learning and motivational outcomes in game‐based learning?42 cited