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The effects of STEAM-based mobile learning on learning achievement and cognitive load
16 references·0 citing·43 second hop
The effects of STEAM-based mobile learning on learning achievement and cognitive load (2020)The effects of STEAM-based mobile learnin…Improving high school students' executive functions through digital game play (2017)Improving high school student…Promoting science learning in game-based learning with question prompts and feedback (2016)Promoting science learning in…The Prospect of an "A" in STEM Education (2013)The Prospect of an "A" in STE…Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness (2013)Digital game-based learning: …Children with Motor Impairments Play a Kinect Learning Game: First Findings from a Pilot Case in an Authentic Classroom Environment (2013)Children with Motor Impairmen…A concept map-embedded educational computer game for improving students' learning performance in natural science courses (2013)A concept map-embedded educat…Evaluating learners’ motivational and cognitive processing in an online game-based learning environment (2010)Evaluating learners’ motivati…Digital game-based learning (2003)Digital game-based learningGames, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…Cognitive Architecture and Instructional Design (1998)Cognitive Architecture and In…Training strategies for attaining transfer of problem-solving skill in statistics: A cognitive-load approach. (1992)Training strategies for attai…Teaching Elementary Students Through Their Individual Learning Styles: Practical Approaches for Grades 3-6 (1992)Teaching Elementary Students …Learning and Teaching Styles in Engineering Education. (1988)Learning and Teaching Styles …Cognitive Load During Problem Solving: Effects on Learning (1988)Cognitive Load During Problem…Learning Styles: The Crucial Differences. (1984)Learning Styles: The Crucial …The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1956)The magical number seven, plu…The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Motivational Beliefs, Values, and Goals (2002)The Power of Feedback (2007)An activity theory-based model for serious games analysis and conceptual design (2015)Essential features of serious games design in higher education: Linking learning attributes to game mechanics (2016)Comparing success and engagement in gamified learning experiences via Kahoot and Quizizz (2019)Learning How to Learn (1984)What Video Games Have to Teach Us about Learning and Literacy (2004)Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2008)Effects of digital game-based learning on students’ self-efficacy, motivation, anxiety, and achievements in learning mathematics (2014)Designing and integrating purposeful learning in game play: a systematic review (2015)Studying and Constructing Concept Maps: a Meta-Analysis (2017)Self-explanations: How students study and use examples in learning to solve problems (1989)The Expertise Reversal Effect (2003)Element Interactivity and Intrinsic, Extraneous, and Germane Cognitive Load (2010)Cognitive Architecture and Instructional Design: 20 Years Later (2019)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1994)Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching (2006)Focus on Formative Feedback (2008)Cognitive Load Theory (2011)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)A systematic literature review of empirical evidence on computer games and serious games (2012)A meta-analysis of the cognitive and motivational effects of serious games. (2013)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)How We Think (1910)Perception in chess (1973)Toward a Theory of Situation Awareness in Dynamic Systems (1995)THE ACT OF DISCOVERY (2006)EXPERIMENTAL PSYCHOLOGY (1940)Working Memory (1974)A scaling method for priorities in hierarchical structures (1977)The theory of planned behavior (1991)Meta-Analysis of Experimental Research Based on the Dunn and Dunn Model (2005)Learning Styles in the Age of Differentiated Instruction (2010)Showing face in video instruction (2014)Learning and Teaching Styles In Foreign and Second Language Education (1995)Understanding Student Differences (2005)The Flipped Classroom: A Survey of the Research (2020)Digital Natives, Digital Immigrants Part 1 (2001)The Theory and Practice of Online Learning (2008)Foundations of Game-Based Learning (2015)
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References

  • 1956The magical number seven, plus or minus two: Some limits on our capacity for processing information.17,773 cited
  • 1988Cognitive Load During Problem Solving: Effects on Learning10,975 cited
  • 1998Cognitive Architecture and Instructional Design6,017 cited
  • 1988Learning and Teaching Styles in Engineering Education.3,483 cited
  • 2002Games, Motivation, and Learning: A Research and Practice Model3,211 cited
  • 2003Digital game-based learning3,104 cited
  • 1992Training strategies for attaining transfer of problem-solving skill in statistics: A cognitive-load approach.2,149 cited
  • 2013A concept map-embedded educational computer game for improving students' learning performance in natural science courses630 cited
  • 2013Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness614 cited
  • 1992Teaching Elementary Students Through Their Individual Learning Styles: Practical Approaches for Grades 3-6294 cited
  • 2010Evaluating learners’ motivational and cognitive processing in an online game-based learning environment178 cited
  • 2013The Prospect of an "A" in STEM Education138 cited
  • 2017Improving high school students' executive functions through digital game play99 cited
  • 1984Learning Styles: The Crucial Differences.76 cited

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  • 2013Children with Motor Impairments Play a Kinect Learning Game: First Findings from a Pilot Case in an Authentic Classroom Environment63 cited
  • 2016Promoting science learning in game-based learning with question prompts and feedback60 cited
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