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The ebb and flow of online learning
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The ebb and flow of online learning (2005)The ebb and flow of online learningEffects of a concept mapping-based two-tier test strategy on students’ digital game-based learning performances and behavioral patterns (2021)Effects of a concept mapping-…Impacts of augmented reality and a digital game on students’ science learning with reflection prompts in multimedia learning (2020)Impacts of augmented reality …Facilitating decision-making performances in nursing treatments: a contextual digital game-based flipped learning approach (2020)Facilitating decision-making …Exploring “Flow” in young Chinese EFL learners’ online English learning activities (2020)Exploring “Flow” in young Chi…Individual differences in an English learning achievement system: gaming flow experience, gender differences and learning motivation (2018)Individual differences in an …Digital game elements, user experience and learning: A conceptual framework (2018)Digital game elements, user e…Experiencing the Analects of Confucius: An experiential game-based learning approach to promoting students' motivation and conception of learning (2017)Experiencing the Analects of …A framework for physiological indicators of flow in VR games: construction and preliminary evaluation (2016)A framework for physiological…E-learning continuance: The impact of interactivity and the mediating role of imagery, presence and flow (2015)E-learning continuance: The i…Personality and Optimal Experience in Adolescence: Implications for Well-Being and Development (2013)Personality and Optimal Exper…Predicting online game loyalty based on need gratification and experiential motives (2011)Predicting online game loyalt…Flow experience in physical activity: Examination of the internal structure of flow from a process-related perspective (2011)Flow experience in physical a…Experiencing flow with instant messaging and its facilitating role on creative behaviors (2010)Experiencing flow with instan…How can one amplify the effect of e-learning? An examination of high-tech employees’ computer attitude and flow experience (2009)How can one amplify the effec…Being and Feeling Interested (2007)Being and Feeling InterestedMeasuring Self-Regulated Learning Processes through Tracking Patterns of Student Interaction with Achievement Activities (2006)Measuring Self-Regulated Lear…Qualitative research and evaluation methods (1980)Structural equation modeling in practice: A review and recommended two-step approach. (1988)Alternative Ways of Assessing Model Fit (1992)Key success factors for the launch of government social media platform: Identifying the formation mechanism of continuance intention (2015)What Drives Gift-giving Intention in Live Streaming? 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(1990)Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives (1999)Structural equation modeling with AMOS: basic concepts, applications, and programming (2000)Facilitating well-being and Performance through the Development of Strengths at Work: Results from an Intervention Program (2016)Neurocognitive mechanisms of the flow state (2017)Group flow: A scoping review of definitions, theoretical approaches, measures and findings (2018)Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)User Acceptance of Information Technology: Toward A Unified View1 (2003)Flow in e‐learning: What drives it and why it matters (2016)Co-viewing Experience in Video Websites: The Effect of Social Presence on E-Loyalty (2018)Changes in Online Distance Learning Behaviour of University Students during the Coronavirus Disease 2019 Outbreak, and development of the Model of Forced Distance Online Learning Preferences (2021)Flow: The Psychology of Optimal Experience (1991)GameFlow (2005)Real vs. immersive-virtual emotional experience: Analysis of psycho-physiological patterns in a free exploration of an art museum (2019)Peripheral-physiological and neural correlates of the flow experience while playing video games: a comprehensive review (2020)The Cognitive-Emotional Design and Study of Architectural Space: A Scoping Review of Neuroarchitecture and Its Precursor Approaches (2021)Experiential Learning : Experience as the Source of Learning and Development (1983)Experience and Education (1986)User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)A Flipped Contextual Game-Based Learning Approach to Enhancing EFL Students' English Business Writing Performance and Reflective Behaviors. (2018)Facilitating EFL students’ English grammar learning performance and behaviors: A contextual gaming approach (2020)A digital role-playing game for learning: effects on critical thinking and motivation (2021)Self-Efficacy: The Exercise of Control (1999)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)GAMIFICATION ELEMENTS AND THEIR IMPACTS ON TEACHING AND LEARNING – A REVIEW (2018)Efficiency of digital and non-digital educational games: A comparative meta-analysis and a meta-thematic analysis (2020)Learning by playing with generative AI: design and evaluation of a role-playing educational game with generative AI as scaffolding for instant feedback interaction (2024)Qualitative Data Analysis: An Expanded Sourcebook (1994)Handbook of Positive Psychology (2001)“You can’t start a fire without a spark”. Enjoyment, anxiety, and the emergence of flow in foreign language classrooms (2022)Demystifying the predictive role of students’ perceived foreign language teacher support in foreign language anxiety: The mediation of L2 grit (2023)Unveiling the Predictive Effect of Students’ Perceived EFL Teacher Support on Academic Achievement: The Mediating Role of Academic Buoyancy (2023)
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  • 2015E-learning continuance: The impact of interactivity and the mediating role of imagery, presence and flow199 cited
  • 2009How can one amplify the effect of e-learning? An examination of high-tech employees’ computer attitude and flow experience183 cited
  • 2010Experiencing flow with instant messaging and its facilitating role on creative behaviors153 cited
  • 2011Predicting online game loyalty based on need gratification and experiential motives150 cited
  • 2006Measuring Self-Regulated Learning Processes through Tracking Patterns of Student Interaction with Achievement Activities144 cited
  • 2018Digital game elements, user experience and learning: A conceptual framework138 cited
  • 2020Exploring “Flow” in young Chinese EFL learners’ online English learning activities125 cited
  • 2016A framework for physiological indicators of flow in VR games: construction and preliminary evaluation119 cited
  • 2017Experiencing the Analects of Confucius: An experiential game-based learning approach to promoting students' motivation and conception of learning114 cited
  • 2011Flow experience in physical activity: Examination of the internal structure of flow from a process-related perspective106 cited
  • 2020Impacts of augmented reality and a digital game on students’ science learning with reflection prompts in multimedia learning105 cited
  • 2021Effects of a concept mapping-based two-tier test strategy on students’ digital game-based learning performances and behavioral patterns

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104 cited
  • 2013Personality and Optimal Experience in Adolescence: Implications for Well-Being and Development101 cited
  • 2020Facilitating decision-making performances in nursing treatments: a contextual digital game-based flipped learning approach95 cited
  • 2007Being and Feeling Interested86 cited
  • 2018Individual differences in an English learning achievement system: gaming flow experience, gender differences and learning motivation70 cited