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Teaching Digital Circuit Design With a 3-D Video Game: The Impact of Using In-Game Tools on Students’ Performance
16 references·0 citing·45 second hop
Teaching Digital Circuit Design With a 3-D Video Game: The Impact of Using In-Game Tools on Students’ Performance (2020)Teaching Digital Circuit Design With a 3-…e‐Learning and the Science of Instruction (2016)e‐Learning and the Science of…Gameplay Engagement and Learning in Game-Based Learning (2015)Gameplay Engagement and Learn…Digital Games, Design, and Learning (2015)Digital Games, Design, and Le…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…Scaffolding game-based learning: Impact on learning achievements, perceived learning, and game experiences (2013)Scaffolding game-based learni…Gamifying learning experiences: Practical implications and outcomes (2013)Gamifying learning experience…A meta-analysis of the cognitive and motivational effects of serious games. (2013)A meta-analysis of the cognit…The Gamification of Learning and Instruction (2012)The Gamification of Learning …A systematic literature review of empirical evidence on computer games and serious games (2012)A systematic literature revie…Student engagement literature review (2010)Student engagement literature…Role of Guidance, Reflection, and Interactivity in an Agent-Based Multimedia Game. (2005)Role of Guidance, Reflection,…Classification of learning outcomes: evidence from the computer games literature (2005)Classification of learning ou…Nine Ways to Reduce Cognitive Load in Multimedia Learning (2003)Nine Ways to Reduce Cognitive…E-learning and the science of instruction: Proven guidelines for consumers and designers of multimedia learning (2003)E-learning and the science of…Andrew Rollings and Ernest Adams on Game Design (2003)Andrew Rollings and Ernest Ad…Partners in Cognition: Extending Human Intelligence with Intelligent Technologies (1991)Partners in Cognition: Extend…Mind in Society: The Development of Higher Psychological Processes (1978)The Psychology of Literacy (1981)Situated Cognition and the Culture of Learning (1989)Motivating Project-Based Learning: Sustaining the Doing, Supporting the Learning (1991)Media will never influence learning (1994)Scaffolding and Achievement in Problem-Based and Inquiry Learning: A Response to Kirschner, Sweller, and Clark (2006) (2007)Bias in meta-analysis detected by a simple, graphical test (1997)Self-Efficacy: The Exercise of Control (1999)Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. 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(1978)Statistical Methods for Meta-Analysis (1988)Handbook of Self-Regulation of Learning and Performance (2017)Introduction to Meta‐Analysis (2021)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)From game design elements to gamefulness (2011)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)Games, Motivation, and Learning: A Research and Practice Model (2002)Why do people play on-line games? An extended TAM with social influences and flow experience (2003)Enjoyment: At the Heart of Media Entertainment (2004)Taxonomy of Educational Objectives: The Classification of Educational Goals, Handbook I: Cognitive Domain (1956)School Engagement: Potential of the Concept, State of the Evidence (2004)Gamification for Engaging Computer Science Students in Learning Activities: A Case Study (2014)Reflective Practitioner (2014)The four pillars of tertiary student engagement and success: a holistic measurement approach (2019)Mapping research in student engagement and educational technology in higher education: a systematic evidence map (2020)Measuring and defining the experience of immersion in games (2008)Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts (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)An instructional model for web‐based e‐learning education with a blended learning process approach (2005)Student perceptions of collaborative learning, social presence and satisfaction in a blended learning environment: Relationships and critical factors (2007)The myths of the digital native and the multitasker (2017)Using multimedia for e‐learning (2017)Online Learning and Emergency Remote Teaching: Opportunities and Challenges in Emergency Situations (2020)The Past, Present, and Future of the Cognitive Theory of Multimedia Learning (2024)
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References

  • 2003Nine Ways to Reduce Cognitive Load in Multimedia Learning4,199 cited
  • 2012A systematic literature review of empirical evidence on computer games and serious games2,890 cited
  • 2003E-learning and the science of instruction: Proven guidelines for consumers and designers of multimedia learning2,257 cited
  • 2013Gamifying learning experiences: Practical implications and outcomes2,013 cited
  • 2013A meta-analysis of the cognitive and motivational effects of serious games.1,857 cited
  • 2016e‐Learning and the Science of Instruction1,353 cited
  • 2015Digital Games, Design, and Learning1,268 cited
  • 2015An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games1,133 cited
  • 2010Student engagement literature review1,077 cited
  • 1991Partners in Cognition: Extending Human Intelligence with Intelligent Technologies948 cited
  • 2015Gameplay Engagement and Learning in Game-Based Learning547 cited
  • 2003Andrew Rollings and Ernest Adams on Game Design524 cited
  • 2005Classification of learning outcomes: evidence from the computer games literature447 cited
  • 2012The Gamification of Learning and Instruction441 cited
  • 2005Role of Guidance, Reflection, and Interactivity in an Agent-Based Multimedia Game.

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394 cited
  • 2013Scaffolding game-based learning: Impact on learning achievements, perceived learning, and game experiences377 cited
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