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Multiple intelligences and video games: Assessment and intervention with TOI software
7 references·0 citing·34 second hop
Multiple intelligences and video games: Assessment and intervention with TOI software (2018)Multiple intelligences and video games: A…Game-Based Learning: Increasing the Logical-Mathematical, Naturalistic, and Linguistic Learning Levels of Primary School Students (2018)Game-Based Learning: Increasi…Effects of smartphone-based memory training for older adults with subjective memory complaints: a randomized controlled trial (2017)Effects of smartphone-based m…Individualising gamification: An investigation of the impact of learning styles and personality traits on the efficacy of gamification using a prediction market (2016)Individualising gamification:…Can gamification be introduced within primary classes (2015)Can gamification be introduce…Cognitive behavioral game design: a unified model for designing serious games (2014)Cognitive behavioral game des…Nonnormaland Categorical Data in Structural Equation Modeling (2013)Nonnormaland Categorical Data…Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps (2011)Gamification by Design: Imple…A case study of the in-class use of a video game for teaching high school history (2010)Digital and Media Literacy: A Plan of Action (2010)Learning cultural heritage by serious games (2013)Videojuegos frente a fichas impresas en la intervención didáctica con alumnado con necesidades educativas especiales (2016)Bibliometría aplicada a la gamificación como estrategia digital de aprendizaje (2019)Frames of Mind: The Theory of Multiple Intelligences (1984)Social Cognitive Theory: An Agentic Perspective (2001)Health Promotion by Social Cognitive Means (2004)Developing Theory-Driven, Evidence-Based Serious Games for Health: Framework Based on Research Community Insights (2019)Serious Games and Their Effect Improving Attention in Students with Learning Disabilities (2019)Towards a customizable immersive virtual reality serious game for earthquake emergency training (2020)An Introduction to the Five‐Factor Model and Its Applications (1992)The Big Five Trait taxonomy: History, measurement, and theoretical perspectives. (1999)A very brief measure of the Big-Five personality domains (2003)Need-supporting gamification in education: An assessment of motivational effects over time (2018)Students' learning performance and perceived motivation in gamified flipped-class instruction (2018)Can gamification help to improve education? Findings from a longitudinal study (2020)The Generality of Working Memory Capacity: A Latent-Variable Approach to Verbal and Visuospatial Memory Span and Reasoning. (2004)Enrichment Effects on Adult Cognitive Development (2008)Do “Brain-Training” Programs Work? (2016)Smartphone Applications Can Serve as Effective Cognitive Training Tools in Healthy Aging (2018)Mental health mobile app use to manage psychological difficulties: an umbrella review (2022)Multiple Intelligences in the Classroom (1994)Mad City Mystery: Developing Scientific Argumentation Skills with a Place-based Augmented Reality Game on Handheld Computers (2007)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Gamification Assisted Language Learning for Japanese Language Using Expert Point Cloud Recognizer (2018)Gamificando el aula universitaria. Análisis de una experiencia de Escape Room en educación superior (2019)La gamificación en el ámbito educativo español: revisión sistemática (Gamification in the Spanish educational field: a systematic review) (2021)From game design elements to gamefulness (2011)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Gamification in theory and action: A survey (2014)Method Variance and Marker Variables: A Review and Comprehensive CFA Marker Technique (2010)El análisis factorial exploratorio de los ítems: una guía práctica, revisada y actualizada (2014)Intelligence, creativity, and cognitive control: The common and differential involvement of executive functions in intelligence and creativity (2014)
this work references cited by second hop

References

  • 2011Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps2,374 cited
  • 2013Nonnormaland Categorical Data in Structural Equation Modeling1,858 cited
  • 2016Individualising gamification: An investigation of the impact of learning styles and personality traits on the efficacy of gamification using a prediction market322 cited
  • 2014Cognitive behavioral game design: a unified model for designing serious games152 cited
  • 2018Game-Based Learning: Increasing the Logical-Mathematical, Naturalistic, and Linguistic Learning Levels of Primary School Students105 cited
  • 2017Effects of smartphone-based memory training for older adults with subjective memory complaints: a randomized controlled trial79 cited
  • 2015Can gamification be introduced within primary classes44 cited

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