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Individual differences in an English learning achievement system: gaming flow experience, gender differences and learning motivation
16 references·5 citing·52 second hop
Individual differences in an English learning achievement system: gaming flow experience, gender differences and learning motivation (2018)Individual differences in an English lear…Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Challenging games help studen…An investigation of the interrelationships between motivation, engagement, and complex problem solving in game-based learning (2014)An investigation of the inter…A mixed methods assessment of students' flow experiences during a mobile augmented reality science game (2013)A mixed methods assessment of…The concept of flow in collaborative game-based learning (2011)The concept of flow in collab…Using ubiquitous games in an English listening and speaking course: Impact on learning outcomes and motivation (2010)Using ubiquitous games in an …Children's Motivations for Video Game Play in the Context of Normal Development (2010)Children's Motivations for Vi…A Motivational Model of Video Game Engagement (2010)A Motivational Model of Video…Motivational engagement and video gaming: a mixed methods study (2009)Motivational engagement and v…Motivations for Play in Online Games (2006)Motivations for Play in Onlin…Engaging by design: How engagement strategies in popular computer and video games can inform instructional design (2005)Engaging by design: How engag…Digital game-based learning: Towards an experiential gaming model (2005)Digital game-based learning: …The Structural Characteristics of Video Games: A Psycho-Structural Analysis (2004)The Structural Characteristic…Visitors’ flow experience while browsing a Web site: its measurement, contributing factors and consequences (2003)Visitors’ flow experience whi…Are Individual Differences Germane to the Acceptance of New Information Technologies? (1999)Are Individual Differences Ge…Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Development and use of the ARCS model of instructional design (1987)Development and use of the AR…A meta-analytic review of gamified interventions in mental health enhancement (2022)A meta-analytic review of gam…Correlation between Self-Efficacy and English Performance (2020)Correlation between Self-Effi…An investigation of game behavior in the context of digital game-based learning: An individual difference perspective (2020)An investigation of game beha…How does authenticity enhance flow experience through perceived value and involvement: the moderating roles of innovation and cultural identity (2019)How does authenticity enhance…Flow experiences in personalised e-learning environments and the role of gender and academic performance (2019)Flow experiences in personali…The magical number seven, plus or minus two: Some limits on our capacity for processing information. 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References

  • 1991Flow: The Psychology of Optimal Experience9,395 cited
  • 2006Motivations for Play in Online Games2,933 cited
  • 1987Development and use of the ARCS model of instructional design2,332 cited
  • 1999Are Individual Differences Germane to the Acceptance of New Information Technologies?2,105 cited
  • 2015Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning1,710 cited
  • 2005Digital game-based learning: Towards an experiential gaming model1,456 cited
  • 2010A Motivational Model of Video Game Engagement1,419 cited
  • 2005Engaging by design: How engagement strategies in popular computer and video games can inform instructional design628 cited
  • 2003Visitors’ flow experience while browsing a Web site: its measurement, contributing factors and consequences595 cited
  • 2010Using ubiquitous games in an English listening and speaking course: Impact on learning outcomes and motivation550 cited
  • 2010Children's Motivations for Video Game Play in the Context of Normal Development444 cited
  • 2011The concept of flow in collaborative game-based learning391 cited
  • 2013A mixed methods assessment of students' flow experiences during a mobile augmented reality science game368 cited
  • 2004The Structural Characteristics of Video Games: A Psycho-Structural Analysis

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340 cited
  • 2014An investigation of the interrelationships between motivation, engagement, and complex problem solving in game-based learning270 cited
  • 2009Motivational engagement and video gaming: a mixed methods study265 cited
  • Cited by

    • 2019How does authenticity enhance flow experience through perceived value and involvement: the moderating roles of innovation and cultural identity132 cited
    • 2022A meta-analytic review of gamified interventions in mental health enhancement67 cited
    • 2020An investigation of game behavior in the context of digital game-based learning: An individual difference perspective53 cited
    • 2019Flow experiences in personalised e-learning environments and the role of gender and academic performance49 cited
    • 2020Correlation between Self-Efficacy and English Performance47 cited