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Game-based learning and students’ motivation in project management education
16 references·3 citing·45 second hop
Game-based learning and students’ motivation in project management education (2022)Game-based learning and students’ motivat…Likert Scale: Explored and Explained (2015)Likert Scale: Explored and Ex…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…Active learning increases student performance in science, engineering, and mathematics (2014)Active learning increases stu…Analyzing Likert Data (2012)Analyzing Likert DataEditorial: The New Era of Mixed Methods (2007)Editorial: The New Era of Mix…Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. (2006)Digital Game-Based Learning: …Video Games and the Future of Learning (2005)Video Games and the Future of…Learning Styles and Learning Spaces: Enhancing Experiential Learning in Higher Education (2005)Learning Styles and Learning …School Engagement: Potential of the Concept, State of the Evidence (2004)School Engagement: Potential …Digital game-based learning (2003)Digital game-based learningA Motivational Science Perspective on the Role of Student Motivation in Learning and Teaching Contexts. (2003)A Motivational Science Perspe…Games, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…Motivating the Academically Unmotivated: A Critical Issue for the 21st Century (2000)Motivating the Academically U…Qualitative Data Analysis: A Methods Sourcebook (1988)Qualitative Data Analysis: A …Development and use of the ARCS model of instructional design (1987)Development and use of the AR…Empowering local wisdom for enhancing students' social skills in the global era (2025)Empowering local wisdom for e…Business Simulation Games for the Development of Decision Making: Systematic Review (2025)Business Simulation Games for…Renaissance of project marketing: Avenues for the utilisation of digital tools (2023)Renaissance of project market…Practical Meta-Analysis (2000)Does Active Learning Work? A Review of the Research (2004)Digest of Education Statistics (2014)Flipped classroom improves student learning in health professions education: a meta-analysis (2018)Measuring actual learning versus feeling of learning in response to being actively engaged in the classroom (2019)Active learning narrows achievement gaps for underrepresented students in undergraduate science, technology, engineering, and math (2020)Statistical principles in experimental design. (1962)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Designing effective instruction (2004)Factors Influencing Adult Learners' Decision to Drop Out or Persist in Online Learning (2009)Emotional design in multimedia learning. (2011)The need to belong: Desire for interpersonal attachments as a fundamental human motivation. 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(1994)The Learning Way (2008)The effects of modern mathematics computer games on mathematics achievement and class motivation (2010)The Role of Leadership in a Digitalized World: A Review (2019)Intrinsic Motivation and Self-Determination in Human Behavior (1988)The Four-Phase Model of Interest Development (2006)Customer Engagement (2011)The ICAP Framework: Linking Cognitive Engagement to Active Learning Outcomes (2014)Situated Learning (1991)Handbook of Game-Based Learning. (2020)Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)Foundations of online learning: Challenges and opportunities (2022)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1994)The role of cognitive and affective responses in the relationship between internal and external stimuli on online impulse buying behavior (2021)Number of Response Options, Reliability, Validity, and Potential Bias in the Use of the Likert Scale Education and Social Science Research: A Literature Review (2022)The impact of trust in AI on career sustainability: The role of employee–AI collaboration and protean career orientation (2023)Thematic Analysis (2017)A simple method to assess and report thematic saturation in qualitative research (2020)The Coding Manual for Qualitative Researchers (2022)Digital Natives, Digital Immigrants Part 1 (2001)The Theory and Practice of Online Learning (2008)
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References

  • 1988Qualitative Data Analysis: A Methods Sourcebook20,700 cited
  • 2004School Engagement: Potential of the Concept, State of the Evidence12,540 cited
  • 2014Active learning increases student performance in science, engineering, and mathematics9,767 cited
  • 2005Learning Styles and Learning Spaces: Enhancing Experiential Learning in Higher Education4,977 cited
  • 2015Likert Scale: Explored and Explained3,864 cited
  • 2002Games, Motivation, and Learning: A Research and Practice Model3,211 cited
  • 2003Digital game-based learning3,104 cited
  • 2003A Motivational Science Perspective on the Role of Student Motivation in Learning and Teaching Contexts.3,055 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
  • 2000Motivating the Academically Unmotivated: A Critical Issue for the 21st Century1,689 cited
  • 2012Analyzing Likert Data1,404 cited
  • 2006Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless.1,172 cited
  • 2007Editorial: The New Era of Mixed Methods

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1,158 cited
  • 2005Video Games and the Future of Learning1,120 cited
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    • 2025Empowering local wisdom for enhancing students' social skills in the global era5 cited