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Information Trails: In-Process Assessment of Game-Based Learning
16 references·1 citing·38 second hop
Information Trails: In-Process Assessment of Game-Based Learning (2012)Information Trails: In-Process Assessment…Digital Game-Based Learning (2020)Digital Game-Based LearningOversold and Underused (2009)Oversold and UnderusedDeveloping the theory of formative assessment (2009)Developing the theory of form…Relationships Between Game Attributes and Learning Outcomes (2008)Relationships Between Game At…Educational game design for online education (2008)Educational game design for o…Don't bother me, Mom, I'm learning! (2006)Don't bother me, Mom, I'm lea…Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. (2006)Digital Game-Based Learning: …The Effectiveness of Instructional Games: A Literature Review and Discussion (2005)The Effectiveness of Instruct…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…What video games have to teach us about learning and literacy (2003)What video games have to teac…Digital game-based learning (2003)Digital game-based learningThe need for and meaning of positive organizational behavior (2002)The need for and meaning of p…Assessment and Classroom Learning (1998)Assessment and Classroom Lear…Encyclopedia of educational research (1992)Encyclopedia of educational r…Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990. (1990)Flow. The Psychology of Optim…The Behavior of Organisms: An Experimental Analysis (1939)The Behavior of Organisms: An…Comparison of similarity measures to differentiate players' actions and decision-making profiles in serious games analytics (2016)Comparison of similarity meas…Motivational processes affecting learning. (1986)Classrooms: Goals, structures, and student motivation. (1992)The effects of feedback interventions on performance: A historical review, a meta-analysis, and a preliminary feedback intervention theory. (1996)Formative assessment and self‐regulated learning: a model and seven principles of good feedback practice (2006)Focus on Formative Feedback (2008)Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. (1994)A pedagogy of Multiliteracies Designing Social Futures (1996)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Gamifying learning experiences: Practical implications and outcomes (2013)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)The Power of Feedback (2007)Formative assessment: a critical review (2011)Online formative assessment in higher education: A review of the literature (2011)What is assessment for learning? (2011)Self-efficacy mechanism in human agency. (1982)The will and the ways: Development and validation of an individual-differences measure of hope. (1991)Self-Efficacy: The Exercise of Control (1999)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)Authentic leadership development: Getting to the root of positive forms of leadership (2005)When Work And Family Are Allies: A Theory Of Work-Family Enrichment (2006)Situated Learning (1991)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Foundations of Game-Based Learning (2015)Wikis, blogs and podcasts: a new generation of Web-based tools for virtual collaborative clinical practice and education (2006)The ‘digital natives’ debate: A critical review of the evidence (2008)Teaching and Learning with Technology: Effectiveness of ICT Integration in Schools (2015)SOME CURRENT DIMENSIONS OF APPLIED BEHAVIOR ANALYSIS1 (1968)Approach and avoidance motivation and achievement goals (1999)The Role of Assessment in a Learning Culture (2000)The Theory and Practice of Online Learning (2008)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Handbook of Self-Regulation of Learning and Performance (2017)A Measure of Subjective Happiness: Preliminary Reliability and Construct Validation (1999)Subjective well-being: Three decades of progress. (1999)The Measurement of Engagement and Burnout: A Two Sample Confirmatory Factor Analytic Approach (2002)Digital Natives, Digital Immigrants Part 1 (2001)
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  • 2016Comparison of similarity measures to differentiate players' actions and decision-making profiles in serious games analytics38 cited