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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
16 references·0 citing·50 second hop
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 scaffolding-based aug…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…Foundations of Game-Based Learning (2015)Foundations of Game-Based Lea…Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Challenging games help studen…An online game approach for improving students’ learning performance in web-based problem-solving activities (2012)An online game approach for i…Analyzing the social knowledge construction behavioral patterns of an online synchronous collaborative discussion instructional activity using an instant messaging tool: A case study (2011)Analyzing the social knowledg…The effects of computer games on primary school students’ achievement and motivation in geography learning (2008)The effects of computer games…Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2008)Digital Game-Based Learning i…Gender Differences in Cooperation and Competition (2007)Gender Differences in Coopera…Classification of learning outcomes: evidence from the computer games literature (2005)Classification of learning ou…The Abbreviated Math Anxiety Scale (AMAS) (2003)The Abbreviated Math Anxiety …Negative self-efficacy and goal effects revisited. (2003)Negative self-efficacy and go…Collaborative Learning: Cognitive and Computational Approaches (2000)Collaborative Learning: Cogni…The Effectiveness of Games for Educational Purposes: A Review of Recent Research (1992)The Effectiveness of Games fo…Competitive anxiety in sport (1990)Competitive anxiety in sportPerceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Perceived Usefulness, Perceiv…Development and use of the ARCS model of instructional design (1987)Development and use of the AR…Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Self-efficacy mechanism in human agency. 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References

  • 1989Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology68,271 cited
  • 2003Negative self-efficacy and goal effects revisited.2,806 cited
  • 1987Development and use of the ARCS model of instructional design2,332 cited
  • 2015Foundations of Game-Based Learning1,754 cited
  • 2015Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning1,710 cited
  • 2008Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation1,689 cited
  • 2000Collaborative Learning: Cognitive and Computational Approaches1,497 cited
  • 1990Competitive anxiety in sport947 cited
  • 1992The Effectiveness of Games for Educational Purposes: A Review of Recent Research765 cited
  • 2008The effects of computer games on primary school students’ achievement and motivation in geography learning587 cited
  • 2007Gender Differences in Cooperation and Competition543 cited
  • 2003The Abbreviated Math Anxiety Scale (AMAS)539 cited
  • 2005Classification of learning outcomes: evidence from the computer games literature447 cited
  • 2012An online game approach for improving students’ learning performance in web-based problem-solving activities339 cited

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  • 2011Analyzing the social knowledge construction behavioral patterns of an online synchronous collaborative discussion instructional activity using an instant messaging tool: A case study218 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
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