SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Designing an alternate reality board game with augmented reality and multi-dimensional scaffolding for promoting spatial and logical ability
16 references·4 citing·55 second hop
Designing an alternate reality board game with augmented reality and multi-dimensional scaffolding for promoting spatial and logical ability (2021)Designing an alternate reality board game…The effects of group metacognitive scaffolding on group metacognitive behaviors, group performance, and cognitive load in computer-supported collaborative learning (2019)The effects of group metacogn…The development and evaluation of an educational game integrating augmented reality, ARCS model, and types of games for English experiment learning: an analysis of learning (2019)The development and evaluatio…Integrating cluster and sequential analysis to explore learners’ flow and behavioral patterns in a simulation game with situated-learning context for science courses: A video-based process exploration (2015)Integrating cluster and seque…Evaluating multiple aspects of a digital educational problem-solving-based adventure game (2013)Evaluating multiple aspects o…An online game approach for improving students’ learning performance in web-based problem-solving activities (2012)An online game approach for i…Exploring the behavioral patterns of learners in an educational massively multiple online role-playing game (MMORPG) (2011)Exploring the behavioral patt…The “I's” Have It: A Framework for Serious Educational Game Design (2010)The “I's” Have It: A Framewor…Not just fun, but serious strategies: Using meta-cognitive strategies in game-based learning (2009)Not just fun, but serious str…Investigating the impact of video games on high school students’ engagement and learning about genetics (2009)Investigating the impact of v…Evaluations of an Experiential Gaming Model (2006)Evaluations of an Experientia…Flow experiences in information technology use (2004)Flow experiences in informati…Learning, knowledge acquisition, and strategic alliances (1998)Learning, knowledge acquisiti…Cognitive Apprenticeship (1988)Cognitive ApprenticeshipTHE ROLE OF TUTORING IN PROBLEM SOLVING * (1976)THE ROLE OF TUTORING IN PROBL…Nature and uses of immaturity. (1972)Nature and uses of immaturity.Play and Its Role in the Mental Development of the Child (1967)Play and Its Role in the Ment…Integrating Digital Technologies and Alternate Reality Games for Sustainable Education: Enhancing Cultural Heritage Awareness and Learning Engagement (2024)Integrating Digital Technolog…Design and evaluation of a remote synchronous gamified mathematics teaching activity that integrates multi-representational scaffolding and a mind tool for gamified learning (2023)Design and evaluation of a re…The evaluation of a scaffolding-based augmented reality educational board game with competition-oriented and collaboration-oriented mechanisms: differences analysis of learning effectiveness, motivation, flow, and anxiety (2022)The evaluation of a scaffoldi…Design and Development of a Scaffolding-Based Mindtool for Gamified Learning Classrooms (2022)Design and Development of a S…Plans and the structure of behavior. (1960)Studies in cognitive growth (1966)Carmichael's Manual of Child Psychology (1972)Supporting and Promoting Argumentation Discourse in Science Education (2002)Becoming a scientist: The role of undergraduate research in students' cognitive, personal, and professional development (2006)Learning by Expanding (2014)Beyond boredom and anxiety (1975)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)A contextual game-based learning approach to improving students' inquiry-based learning performance in social studies courses (2014)Effects of digital game-based learning on students’ self-efficacy, motivation, anxiety, and achievements in learning mathematics (2014)Effects of digital game-based STEM education on students’ learning achievement: a meta-analysis (2022)The Norm of Reciprocity: A Preliminary Statement (1960)Attachment and Loss (1969)The Evolution of Reciprocal Altruism (1971)The origins of human nature: Evolutionary developmental psychology. (2002)Conformity to cultural norms of tool use in chimpanzees (2005)The Oxford Handbook of Culture and Psychology (2012)Absorptive Capacity: A New Perspective on Learning and Innovation (1990)A Dynamic Theory of Organizational Knowledge Creation (1994)The Knowledge-creating company: How Japanese companies create the dynamics of innovation (1997)Protecting knowledge in strategic alliances (2002)An integrated model of knowledge transfer from MNC parent to China subsidiary (2003)Partner Geographic and Organizational Proximity and the Innovative Performance of Knowledge‐Creating Alliances (2014)The Measurement of Observer Agreement for Categorical Data (1977)Situated Cognition and the Culture of Learning (1989)Cognitive Architecture and Instructional Design (1998)Visual behavior, flow and achievement in game-based learning (2016)Investigating the “Flow” Experience: Key Conceptual and Operational Issues (2020)Understanding student teachers’ collaborative problem solving: Insights from an epistemic network analysis (ENA) (2022)Mind in Society: The Development of Higher Psychological Processes (1978)Metacognition and cognitive monitoring: A new area of cognitive-developmental inquiry. (1979)What Video Games Have to Teach Us about Learning and Literacy (2004)Effects of constructing versus playing an educational game on student motivation and deep learning strategy use (2010)Handbook of Game-Based Learning. (2020)Gamification Applications in E-learning: A Literature Review (2021)Reciprocal Teaching of Comprehension-Fostering and Comprehension-Monitoring Activities (1984)The Psychology of Written Composition (1989)Handbook of reading research (1991)Taking the Load Off a Learner's Mind: Instructional Design for Complex Learning (2003)Supporting Students' Construction of Scientific Explanations by Fading Scaffolds in Instructional Materials (2006)The origins of intelligence in children. (1952)Thought and language (1962)Children's Motivations for Video Game Play in the Context of Normal Development (2010)A meta-analysis of serious digital games for healthy lifestyle promotion (2014)Escape education: A systematic review on escape rooms in education (2020)Frames of Mind: The Theory of Multiple Intelligences (1984)How to Design and Evaluate Research in Education (1990)School Engagement: Potential of the Concept, State of the Evidence (2004)Students’ perceptions about the use of video games in the classroom (2009)Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness (2013)Technology use, self-directed learning, student engagement and academic performance: Examining the interrelations (2016)Antecedents of self-regulation: A developmental perspective. (1982)Pretense and representation: The origins of "theory of mind." (1987)Preschool Program Improves Cognitive Control (2007)
this work references cited by second hop

References

  • 1976THE ROLE OF TUTORING IN PROBLEM SOLVING *8,828 cited
  • 1967Play and Its Role in the Mental Development of the Child2,684 cited
  • 1988Cognitive Apprenticeship1,299 cited
  • 1972Nature and uses of immaturity.842 cited
  • 2009Investigating the impact of video games on high school students’ engagement and learning about genetics646 cited
  • 2009Not just fun, but serious strategies: Using meta-cognitive strategies in game-based learning479 cited
  • 2010The “I's” Have It: A Framework for Serious Educational Game Design478 cited
  • 2012An online game approach for improving students’ learning performance in web-based problem-solving activities339 cited
  • 1998Learning, knowledge acquisition, and strategic alliances304 cited
  • 2015Integrating cluster and sequential analysis to explore learners’ flow and behavioral patterns in a simulation game with situated-learning context for science courses: A video-based process exploration181 cited
  • 2004Flow experiences in information technology use159 cited
  • 2006Evaluations of an Experiential Gaming Model152 cited
  • 2011Exploring the behavioral patterns of learners in an educational massively multiple online role-playing game (MMORPG)151 cited
  • 2013Evaluating multiple aspects of a digital educational problem-solving-based adventure game133 cited

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

  • 2019The effects of group metacognitive scaffolding on group metacognitive behaviors, group performance, and cognitive load in computer-supported collaborative learning117 cited
  • 2019The development and evaluation of an educational game integrating augmented reality, ARCS model, and types of games for English experiment learning: an analysis of learning99 cited
  • Cited by

    • 2022The evaluation of a scaffolding-based augmented reality educational board game with competition-oriented and collaboration-oriented mechanisms: differences analysis of learning effectiveness, motivation, flow, and anxiety69 cited
    • 2023Design and evaluation of a remote synchronous gamified mathematics teaching activity that integrates multi-representational scaffolding and a mind tool for gamified learning65 cited
    • 2024Integrating Digital Technologies and Alternate Reality Games for Sustainable Education: Enhancing Cultural Heritage Awareness and Learning Engagement35 cited
    • 2022Design and Development of a Scaffolding-Based Mindtool for Gamified Learning Classrooms33 cited