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Using Game-Based Learning to Support Learning Science: A Study with Middle School Students
16 references·10 citing·54 second hop
Using Game-Based Learning to Support Learning Science: A Study with Middle School Students (2020)Using Game-Based Learning to Support Lear…Digital Game-Based Learning (2020)Digital Game-Based LearningUse of digital game based learning and gamification in secondary school science: The effect on student engagement, learning and gender difference (2017)Use of digital game based lea…Game-based Learning and 21st century skills: A review of recent research (2016)Game-based Learning and 21st …Scaffolding individual and collaborative game-based learning in learning performance and intrinsic motivation (2015)Scaffolding individual and co…Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Challenging games help studen…Effects of digital game-based learning on students’ self-efficacy, motivation, anxiety, and achievements in learning mathematics (2014)Effects of digital game-based…A collaborative game-based learning approach to improving students' learning performance in science courses (2012)A collaborative game-based le…The impact of self-efficacy, achievement motivation, and self-regulated learning strategies on students’ academic achievement (2011)The impact of self-efficacy, …The Dunning–Kruger Effect (2011)The Dunning–Kruger EffectEnhancing 5th graders’ science content knowledge and self-efficacy through game-based learning (2011)Enhancing 5th graders’ scienc…A GAME-BASED LEARNING APPROACH TO IMPROVING STUDENTS' LEARNING ACHIEVEMENTS IN A NUTRITION COURSE (2011)A GAME-BASED LEARNING APPROAC…Reflection as a strategy to enhance task performance after feedback (2009)Reflection as a strategy to e…Digital game-based learning: Towards an experiential gaming model (2005)Digital game-based learning: …Validation of a New General Self-Efficacy Scale (2001)Validation of a New General S…Growing Up Digital: The Rise of the Net Generation (1997)Growing Up Digital: The Rise …Self-efficacy mechanism in human agency. (1982)Self-efficacy mechanism in hu…Gamifying science education: How board games enhances engagement, motivate and develop social interaction, and learning (2024)Gamifying science education: …TEACHER PERSPECTIVES ON AI-DRIVEN GAMIFICATION: IMPACT ON STUDENT MOTIVATION, ENGAGEMENT, AND LEARNING OUTCOMES (2023)TEACHER PERSPECTIVES ON AI-DR…Effects of metalinguistic corrective feedback on novice EFL students' digital game‐based grammar learning performances, perceptions and behavioural patterns (2023)Effects of metalinguistic cor…Applying game-based learning to a primary school class in computer science terminology learning (2023)Applying game-based learning …The Role of Game-Based Learning in Experiential Education: Tool Validation, Motivation Assessment, and Outcomes Evaluation among a Sample of Pharmacy Students (2022)The Role of Game-Based Learni…The effectiveness of gamification in programming education: Evidence from a meta-analysis (2022)The effectiveness of gamifica…Game-based learning approach on students’ motivation and understanding of chemistry concepts: A systematic review of literature (2022)Game-based learning approach …Three decades of game-based learning in science and mathematics education: an integrated bibliometric analysis and systematic review (2021)Three decades of game-based l…How to Implement Game-Based Learning in a Smart Classroom? A Model Based on a Systematic Literature Review and Delphi Method (2021)How to Implement Game-Based L…Gea2: A Serious Game for Technology-Enhanced Learning in STEM (2021)Gea2: A Serious Game for Tech…Design and Analysis: A Researcher's Handbook (1975)Motivational and self-regulated learning components of classroom academic performance. (1990)THE PSYCHOLOGY OF PERSONAL CONSTRUCTS (2010)Gameplay Engagement and Learning in Game-Based Learning (2015)Comparing online and blended learner's self-regulated learning strategies and academic performance (2017)The Role of Collaboration, Computer Use, Learning Environments, and Supporting Strategies in CSCL: A Meta-Analysis (2018)The magical number seven, plus or minus two: Some limits on our capacity for processing information. 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References

  • 1982Self-efficacy mechanism in human agency.15,974 cited
  • 2001Validation of a New General Self-Efficacy Scale3,537 cited
  • 2020Digital Game-Based Learning2,893 cited
  • 1997Growing Up Digital: The Rise of the Net Generation2,745 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
  • 2016Game-based Learning and 21st century skills: A review of recent research1,119 cited
  • 2011The Dunning–Kruger Effect970 cited
  • 2012A collaborative game-based learning approach to improving students' learning performance in science courses552 cited
  • 2009Reflection as a strategy to enhance task performance after feedback279 cited
  • 2011The impact of self-efficacy, achievement motivation, and self-regulated learning strategies on students’ academic achievement277 cited
  • 2014Effects of digital game-based learning on students’ self-efficacy, motivation, anxiety, and achievements in learning mathematics253 cited
  • 2015Scaffolding individual and collaborative game-based learning in learning performance and intrinsic motivation236 cited
  • 2011Enhancing 5th graders’ science content knowledge and self-efficacy through game-based learning

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229 cited
  • 2017Use of digital game based learning and gamification in secondary school science: The effect on student engagement, learning and gender difference216 cited
  • 2011A GAME-BASED LEARNING APPROACH TO IMPROVING STUDENTS' LEARNING ACHIEVEMENTS IN A NUTRITION COURSE194 cited
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    • 2023TEACHER PERSPECTIVES ON AI-DRIVEN GAMIFICATION: IMPACT ON STUDENT MOTIVATION, ENGAGEMENT, AND LEARNING OUTCOMES55 cited
    • 2022The Role of Game-Based Learning in Experiential Education: Tool Validation, Motivation Assessment, and Outcomes Evaluation among a Sample of Pharmacy Students52 cited
    • 2023Applying game-based learning to a primary school class in computer science terminology learning36 cited
    • 2023Effects of metalinguistic corrective feedback on novice EFL students' digital game‐based grammar learning performances, perceptions and behavioural patterns29 cited
    • 2024Gamifying science education: How board games enhances engagement, motivate and develop social interaction, and learning29 cited
    • 2021Gea2: A Serious Game for Technology-Enhanced Learning in STEM29 cited