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New Perspectives on Game-Based Assessment with Process Data and Physiological Signals
16 references·0 citing·47 second hop
New Perspectives on Game-Based Assessment with Process Data and Physiological Signals (2019)New Perspectives on Game-Based Assessment…Emotional Design in Digital Media for Learning (2016)Emotional Design in Digital M…Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Challenging games help studen…An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games (2015)An update to the systematic l…Implications of Cognitive Load Theory for Multimedia Learning (2014)Implications of Cognitive Loa…The benefits of playing video games. (2013)The benefits of playing video…Stealth Assessment (2013)Stealth AssessmentThe concept of flow in collaborative game-based learning (2011)The concept of flow in collab…Measuring emotions in students’ learning and performance: The Achievement Emotions Questionnaire (AEQ) (2010)Measuring emotions in student…Flow and immersion in first-person shooters (2008)Flow and immersion in first-p…Observer-Based Measurement of Facial Expression with the Facial Action Coding System (2007)Observer-Based Measurement of…A fuzzy physiological approach for continuously modeling emotion during interaction with play technologies (2007)A fuzzy physiological approac…A continuous and objective evaluation of emotional experience with interactive play environments (2006)A continuous and objective ev…Age-related differences and change in positive and negative affect over 23 years. (2001)Age-related differences and c…Cognitive load theory, learning difficulty, and instructional design (1994)Cognitive load theory, learni…Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1956)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1994)Multimedia Learning (2002)Can we teach digital natives digital literacy? (2012)Cognitive Load Theory: Implications for medical education: AMEE Guide No. 86 (2014)The Past, Present, and Future of the Cognitive Theory of Multimedia Learning (2024)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-efficacy: Toward a unifying theory of behavioral change. 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Evidence from a meta-analysis and synthesis of qualitative data in educational contexts (2020)Mapping research in student engagement and educational technology in higher education: a systematic evidence map (2020)Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Common method biases in behavioral research: A critical review of the literature and recommended remedies. (2003)Gamified learning in higher education: A systematic review of the literature (2018)The role of gamified e-quizzes on student learning and engagement: An interactive gamification solution for a formative assessment system (2019)Game-based learning in early childhood education: a systematic review and meta-analysis (2024)Subjective well-being: Three decades of progress. 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References

  • 1990Flow: the psychology of optimal experience12,655 cited
  • 1991Flow: The Psychology of Optimal Experience9,449 cited
  • 1994Cognitive load theory, learning difficulty, and instructional design3,977 cited
  • 2013The benefits of playing video games.2,590 cited
  • 2010Measuring emotions in students’ learning and performance: The Achievement Emotions Questionnaire (AEQ)2,513 cited
  • 2015Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning2,111 cited
  • 2015An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games1,300 cited
  • 2001Age-related differences and change in positive and negative affect over 23 years.1,083 cited
  • 2014Implications of Cognitive Load Theory for Multimedia Learning901 cited
  • 2007A fuzzy physiological approach for continuously modeling emotion during interaction with play technologies538 cited
  • 2016Emotional Design in Digital Media for Learning421 cited
  • 2013Stealth Assessment406 cited
  • 2007Observer-Based Measurement of Facial Expression with the Facial Action Coding System398 cited
  • 2011The concept of flow in collaborative game-based learning391 cited

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2008
Flow and immersion in first-person shooters
327 cited
  • 2006A continuous and objective evaluation of emotional experience with interactive play environments269 cited
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