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Effects of Incorporating AR into a Board Game on Learning Outcomes and Emotions in Health Education
14 references·1 citing·50 second hop
Effects of Incorporating AR into a Board Game on Learning Outcomes and Emotions in Health Education (2020)Effects of Incorporating AR into a Board …Using Educational Games for Sign Language Learning-A SignWriting Learning Game: Case Study (2016)Using Educational Games for S…Game-based learning and Gamification to promote engagement and motivation in medical learning contexts (2016)Game-based learning and Gamif…Game-based Learning and 21st century skills: A review of recent research (2016)Game-based Learning and 21st …Game-based Learning and 21st century skills: A review of recent research (2016)Game-based Learning and 21st …Exploring the technology acceptance and flow state of a chamber escape game - Escape the lab© for learning electromagnet concept (2012)Exploring the technology acce…Using game theory and Competition-based Learning to stimulate student motivation and performance (2010)Using game theory and Competi…Digital game-based learning: Towards an experiential gaming model (2005)Digital game-based learning: …Test Emotions Questionnaire (2004)Test Emotions QuestionnaireMinds in play: computer game design as a context for children's learning (1995)Minds in play: computer game …How Emotions Affect Learning. (1994)How Emotions Affect Learning.Situated Cognition and the Culture of Learning (1989)Situated Cognition and the Cu…Situated Cognition and the Culture of Learning (1989)Situated Cognition and the Cu…THE ROLE OF TUTORING IN PROBLEM SOLVING * (1976)THE ROLE OF TUTORING IN PROBL…IMAGERY AND LANGUAGE11Much of the research described in this report was supported by research grants from the National Research Council of Canada (Grant APA-87) and the University of Western Ontario Research Fund. (1971)IMAGERY AND LANGUAGE11Much of…Flow Experience in Gameful Approaches: A Systematic Literature Review, Scientometric Analysis, and Research Agenda (2025)Flow Experience in Gameful Ap…The magical number seven, plus or minus two: Some limits on our capacity for processing information. 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References

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  • 1989Situated Cognition and the Culture of Learning1,943 cited
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  • 2004Test Emotions Questionnaire

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  • 2025Flow Experience in Gameful Approaches: A Systematic Literature Review, Scientometric Analysis, and Research Agenda25 cited