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Usability of Gamified Knowledge Learning in VR and Desktop-3D
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Usability of Gamified Knowledge Learning in VR and Desktop-3D (2019)Usability of Gamified Knowledge Learning …Enhancing Cognition with Video Games: A Multiple Game Training Study (2013)Enhancing Cognition with Vide…Reality is broken: why games make us better and how they can change the world (2012)Reality is broken: why games …Game Mechanics: Advanced Game Design (2012)Game Mechanics: Advanced Game…Immersion in Computer Games: The Role of Spatial Presence and Flow (2011)Immersion in Computer Games: …Serious Games, Debriefing, and Simulation/Gaming as a Discipline (2010)Serious Games, Debriefing, an…From Edutainment to Serious Games: A Change in the Use of Game Characteristics (2010)From Edutainment to Serious G…The Power of Feedback (2007)The Power of FeedbackNasa-task load index (NASA-TLX); 20 years later (2006)Nasa-task load index (NASA-TL…Nasa-Task Load Index (NASA-TLX); 20 Years Later (2006)Nasa-Task Load Index (NASA-TL…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…The role of deliberate practice in the acquisition of expert performance. (1993)The role of deliberate practi…Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…Development of NASA-TLX (Task Load Index): Results of Empirical and Theoretical Research (1988)Development of NASA-TLX (Task…Cognitive Psychology and Its Implications (1987)Cognitive Psychology and Its …Skills, rules, and knowledge; signals, signs, and symbols, and other distinctions in human performance models (1983)Skills, rules, and knowledge;…Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. (1994)A pedagogy of Multiliteracies Designing Social Futures (1996)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Gamifying learning experiences: Practical implications and outcomes (2013)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Conditions of Learning (1965)The 2 Sigma Problem: The Search for Methods of Group Instruction as Effective as One-to-One Tutoring (1984)Long-term working memory. (1995)EXPERT AND EXCEPTIONAL PERFORMANCE: Evidence of Maximal Adaptation to Task Constraints (1996)Child Development and Emergent Literacy (1998)Judgment under Uncertainty: Heuristics and Biases (1974)Judgment under Uncertainty: Heuristics and Biases (1975)Telling more than we can know: Verbal reports on mental processes. (1977)The Out-of-the-Loop Performance Problem and Level of Control in Automation (1995)Measuring neurophysiological signals in aircraft pilots and car drivers for the assessment of mental workload, fatigue and drowsiness (2012)Self-efficacy mechanism in human agency. (1982)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)Investigating Self-Regulation and Motivation: Historical Background, Methodological Developments, and Future Prospects (2008)Developing the theory of formative assessment (2009)The development of student feedback literacy: enabling uptake of feedback (2018)The benefits of playing video games. (2013)Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy (2016)The Digital Workforce and the Workplace of the Future (2016)Trust, control strategies and allocation of function in human-machine systems (1992)Naturalistic Decision Making (2008)Subjective well-being: Three decades of progress. (1999)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)The benefits of being present: Mindfulness and its role in psychological well-being. (2003)NASA TLX: Software for assessing subjective mental workload (2009)A Review of Mobile Robotic Telepresence (2013)How High is High? A Meta-Analysis of NASA-TLX Global Workload Scores (2015)Teachers' Beliefs and Educational Research: Cleaning up a Messy Construct (1992)Beyond Cold Conceptual Change: The Role of Motivational Beliefs and Classroom Contextual Factors in the Process of Conceptual Change (1993)FREQUENCY EFFECTS IN LANGUAGE PROCESSING (2002)GameFlow (2005)Event tourism: Definition, evolution, and research (2007)Measuring and defining the experience of immersion in games (2008)
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References

  • 1988Development of NASA-TLX (Task Load Index): Results of Empirical and Theoretical Research15,045 cited
  • 2007The Power of Feedback12,871 cited
  • 1990Flow: the psychology of optimal experience12,637 cited
  • 1993The role of deliberate practice in the acquisition of expert performance.9,542 cited
  • 1991Flow: The Psychology of Optimal Experience9,395 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2006Nasa-Task Load Index (NASA-TLX); 20 Years Later4,288 cited
  • 1983Skills, rules, and knowledge; signals, signs, and symbols, and other distinctions in human performance models3,432 cited
  • 1987Cognitive Psychology and Its Implications3,187 cited
  • 2012Reality is broken: why games make us better and how they can change the world2,923 cited
  • 2006Nasa-task load index (NASA-TLX); 20 years later838 cited
  • 2010Serious Games, Debriefing, and Simulation/Gaming as a Discipline708 cited
  • 2010From Edutainment to Serious Games: A Change in the Use of Game Characteristics458 cited
  • 2013Enhancing Cognition with Video Games: A Multiple Game Training Study398 cited
  • 2012Game Mechanics: Advanced Game Design265 cited

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  • 2011Immersion in Computer Games: The Role of Spatial Presence and Flow250 cited
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