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Exploring the Relationships Among Middle School Students’ Peer Interactions, Task Efficiency, and Learning Engagement in Game-Based Learning
16 references·2 citing·51 second hop
Exploring the Relationships Among Middle School Students’ Peer Interactions, Task Efficiency, and Learning Engagement in Game-Based Learning (2020)Exploring the Relationships Among Middle …Handbook of Research Methods in Social and Personality Psychology (2024)Handbook of Research Methods …From Cognitive Load Theory to Collaborative Cognitive Load Theory (2018)From Cognitive Load Theory to…Foundations of Game-Based Learning (2015)Foundations of Game-Based Lea…Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Challenging games help studen…Motivating Children to Learn Effectively: Exploring the Value of Intrinsic Integration in Educational Games (2011)Motivating Children to Learn …Engagement in digital entertainment games: A systematic review (2011)Engagement in digital enterta…Investigating the impact of video games on high school students’ engagement and learning about genetics (2009)Investigating the impact of v…Student engagement and its relationship with early high school dropout (2008)Student engagement and its re…Digital game-based learning: Towards an experiential gaming model (2005)Digital game-based learning: …Cognitive Load Measurement as a Means to Advance Cognitive Load Theory (2003)Cognitive Load Measurement as…Social relationships and motivation in middle school: The role of parents, teachers, and peers. (1998)Social relationships and moti…Does being good make the grade? Social behavior and academic competence in middle school. (1993)Does being good make the grad…Anxiety and Performance: The Processing Efficiency Theory (1992)Anxiety and Performance: The …Goal Setting and Self-Efficacy During Self-Regulated Learning (1990)Goal Setting and Self-Efficac…Peer interaction and learning in small groups (1989)Peer interaction and learning…What makes things fun to learn? heuristics for designing instructional computer games (1980)What makes things fun to lear…Online game-based learning in mathematics education among Generation Z: A systematic review (2023)Online game-based learning in…Design and evaluation of a multi-sensory scaffolding gamification science course with mobile technology for learners with total blindness (2021)Design and evaluation of a mu…Work and motivation (1964)Generalized expectancies for internal versus external control of reinforcement. 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References

  • 2003Cognitive Load Measurement as a Means to Advance Cognitive Load Theory2,525 cited
  • 1992Anxiety and Performance: The Processing Efficiency Theory2,433 cited
  • 2024Handbook of Research Methods in Social and Personality Psychology2,121 cited
  • 1998Social relationships and motivation in middle school: The role of parents, teachers, and peers.1,826 cited
  • 2015Foundations of Game-Based Learning1,754 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
  • 1989Peer interaction and learning in small groups1,052 cited
  • 1990Goal Setting and Self-Efficacy During Self-Regulated Learning1,011 cited
  • 1980What makes things fun to learn? heuristics for designing instructional computer games758 cited
  • 2008Student engagement and its relationship with early high school dropout733 cited
  • 2009Investigating the impact of video games on high school students’ engagement and learning about genetics646 cited
  • 2011Engagement in digital entertainment games: A systematic review631 cited
  • 1993Does being good make the grade? Social behavior and academic competence in middle school.629 cited

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  • 2011Motivating Children to Learn Effectively: Exploring the Value of Intrinsic Integration in Educational Games618 cited
  • 2018From Cognitive Load Theory to Collaborative Cognitive Load Theory595 cited
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    • 2021Design and evaluation of a multi-sensory scaffolding gamification science course with mobile technology for learners with total blindness37 cited
    • 2023Online game-based learning in mathematics education among Generation Z: A systematic review33 cited