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Which training method is more effective in earthquake training: Digital game, drill, or traditional training?
16 references·0 citing·47 second hop
Which training method is more effective in earthquake training: Digital game, drill, or traditional training? (2022)Which training method is more effective i…Understanding Difficulties and Resulting Confusion in Learning: An Integrative Review (2018)Understanding Difficulties an…Learn from the Past, Prepare for the Future: Impacts of Education and Experience on Disaster Preparedness in the Philippines and Thailand (2017)Learn from the Past, Prepare …A systematic literature review of empirical evidence on computer games and serious games (2012)A systematic literature revie…A model of household preparedness for earthquakes: how individuals make meaning of earthquake information and how this influences preparedness (2012)A model of household prepared…Teaching digital natives: Partnering for real learning (2010)Teaching digital natives: Par…Teaching Digital Natives: Partnering for Real Learning (2010)Teaching Digital Natives: Par…Investigating the impact of video games on high school students’ engagement and learning about genetics (2009)Investigating the impact of v…The effects of computer games on primary school students’ achievement and motivation in geography learning (2008)The effects of computer games…Designing effective instruction (2004)Designing effective instructi…Rote Versus Meaningful Learning (2002)Rote Versus Meaningful Learni…Games, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…Interactive-engagement versus traditional methods: A six-thousand-student survey of mechanics test data for introductory physics courses (1998)Interactive-engagement versus…Learning with Media (1991)Learning with MediaDevelopment and use of the ARCS model of instructional design (1987)Development and use of the AR…Social Foundations of Thought and Action : A Social Cognitive Theory (1985)Social Foundations of Thought…Experiential Learning : Experience as the Source of Learning and Development (1983)Experiential Learning : Exper…Growing Up Digital: The Rise of the Net Generation (1997)The ‘digital natives’ debate: A critical review of the evidence (2008)Removing obstacles to the pedagogical changes required by Jonassen's vision of authentic technology-enabled learning (2012)Digital Natives, Digital Immigrants (2013)Effects of video-game play on information processing: A meta-analytic investigation (2013)Parenting for a Digital Future (2020)Toward a Theory of Instruction (1966)Principles of Instructional Design (1974)Mind in Society: The Development of Higher Psychological Processes (1978)Students' Learning Styles in Two Classes: Online Distance Learning and Equivalent On-Campus (1999)Emotional presence, learning, and the online learning environment (2012)Learning factories for future oriented research and education in manufacturing (2017)The 2 Sigma Problem: The Search for Methods of Group Instruction as Effective as One-to-One Tutoring (1984)Teaching problem solving through cooperative grouping. Part 1: Group versus individual problem solving (1992)Peer Instruction: Ten years of experience and results (2001)Does Active Learning Work? A Review of the Research (2004)Active learning increases student performance in science, engineering, and mathematics (2014)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)Factors Influencing Adult Learners' Decision to Drop Out or Persist in Online Learning (2009)Emotional design in multimedia learning. (2011)Intrinsic Motivation and Self-Determination in Human Behavior (1985)A meta-analysis of the cognitive and motivational effects of serious games. (2013)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1956)Situated Cognition and the Culture of Learning (1989)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1994)Multimedia learning: Are we asking the right questions? (1997)Blended learning systems: Definition, current trends, and future directions (2006)The Theory and Practice of Online Learning (2008)The essential elements of team‐based learning (2008)Transfer of Learning: Cognition, Instruction, and Reasoning (2011)Exploring the complex relations between achievement emotions and self-regulated learning behaviors in online learning (2012)Handbook of Educational Psychology (2013)Problem-Solving Transfer (2013)Teaching through Interactions (2013)Why do people play on-line games? An extended TAM with social influences and flow experience (2003)Enjoyment: At the Heart of Media Entertainment (2004)Gamifying learning experiences: Practical implications and outcomes (2013)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Handbook of Self-Regulation of Learning and Performance (2017)Learning Styles and Learning Spaces: Enhancing Experiential Learning in Higher Education (2005)Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching (2006)The theory of planned behavior (1991)A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies (2000)User Acceptance of Information Technology: Toward A Unified View1 (2003)
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References

  • 1983Experiential Learning : Experience as the Source of Learning and Development33,193 cited
  • 1985Social Foundations of Thought and Action : A Social Cognitive Theory19,175 cited
  • 1998Interactive-engagement versus traditional methods: A six-thousand-student survey of mechanics test data for introductory physics courses6,068 cited
  • 2002Games, Motivation, and Learning: A Research and Practice Model3,211 cited
  • 2012A systematic literature review of empirical evidence on computer games and serious games2,890 cited
  • 1987Development and use of the ARCS model of instructional design2,332 cited
  • 1991Learning with Media1,428 cited
  • 2002Rote Versus Meaningful Learning881 cited
  • 2004Designing effective instruction743 cited
  • 2010Teaching digital natives: Partnering for real learning662 cited
  • 2009Investigating the impact of video games on high school students’ engagement and learning about genetics646 cited
  • 2010Teaching Digital Natives: Partnering for Real Learning619 cited
  • 2008The effects of computer games on primary school students’ achievement and motivation in geography learning587 cited
  • 2017Learn from the Past, Prepare for the Future: Impacts of Education and Experience on Disaster Preparedness in the Philippines and Thailand410 cited

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  • 2018Understanding Difficulties and Resulting Confusion in Learning: An Integrative Review289 cited
  • 2012A model of household preparedness for earthquakes: how individuals make meaning of earthquake information and how this influences preparedness236 cited
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