SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Chemistry education board game based on cognitive mechanism: multi-dimensional evaluation of learners’ knowledge acquisition, flow and playing experience of board game materials
16 references·1 citing·45 second hop
Chemistry education board game based on cognitive mechanism: multi-dimensional evaluation of learners’ knowledge acquisition, flow and playing experience of board game materials (2022)Chemistry education board game based on c…Is game-based learning better in flow experience and various types of cognitive load than non-game-based learning? Perspective from multimedia and media richness (2017)Is game-based learning better…How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)How gamification motivates: A…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…Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Challenging games help studen…Scaffolding game-based learning: Impact on learning achievements, perceived learning, and game experiences (2013)Scaffolding game-based learni…A meta-analytic review of the role of instructional support in game-based learning (2012)A meta-analytic review of the…The effect of simulation games on the learning of computational problem solving (2011)The effect of simulation game…Effects of constructing versus playing an educational game on student motivation and deep learning strategy use (2010)Effects of constructing versu…Flow, performance and moderators of challenge-skill balance (2008)Flow, performance and moderat…Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2008)Digital Game-Based Learning i…Gaming in a 3D multiuser virtual environment: engaging students in Science lessons (2006)Gaming in a 3D multiuser virt…Multimedia learning environments: Issues of learner control and navigation (1997)Multimedia learning environme…Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Perceived Usefulness, Perceiv…Beyond boredom and anxiety (1975)Beyond boredom and anxietyThe origins of intelligence in children. (1952)The origins of intelligence i…Research on Educational Games in Learning in Indonesia: A Systematic Review of the Literatures (2024)Research on Educational Games…Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Self-efficacy mechanism in human agency. (1982)User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies (2000)User Acceptance of Information Technology: Toward A Unified View1 (2003)A new criterion for assessing discriminant validity in variance-based structural equation modeling (2014)The Measurement of Observer Agreement for Categorical Data (1977)Toward an experimental ecology of human development. (1977)Flow: the psychology of optimal experience (1990)Digital Games, Design, and Learning (2015)Game-based Learning and 21st century skills: A review of recent research (2016)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Building a practically useful theory of goal setting and task motivation: A 35-year odyssey. (2002)Transportation and Need for Affect in Narrative Persuasion: A Mediated Moderation Model (2010)Motivating Children to Learn Effectively: Exploring the Value of Intrinsic Integration in Educational Games (2011)Defining the determinants of online impulse buying through a shopping process of integrating perceived risk, expectation-confirmation model, and flow theory issues (2020)The Effectiveness of Games for Educational Purposes: A Review of Recent Research (1992)Digital game-based learning (2003)A systematic literature review of empirical evidence on computer games and serious games (2012)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Foundations of Game-Based Learning (2015)Digital Game-Based Learning (2020)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)What Video Games Have to Teach Us about Learning and Literacy (2004)A systematic literature review of games-based learning empirical evidence in primary education (2016)Innovating Education and Educating for Innovation (2016)Mind in Society: The Development of Higher Psychological Processes (1978)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Common method biases in behavioral research: A critical review of the literature and recommended remedies. (2003)Gamified learning in higher education: A systematic review of the literature (2018)The role of gamified e-quizzes on student learning and engagement: An interactive gamification solution for a formative assessment system (2019)Game-based learning in early childhood education: a systematic review and meta-analysis (2024)Intrinsic Motivation and Self-Determination in Human Behavior (1985)The need to belong: Desire for interpersonal attachments as a fundamental human motivation. (1995)The Gamification of Learning: a Meta-analysis (2019)Basic psychological need theory: Advancements, critical themes, and future directions (2020)The impact of gamification on learning and instruction: A systematic review of empirical evidence (2020)Job Demands, Job Decision Latitude, and Mental Strain: Implications for Job Redesign (1979)Subjective Well-Being (1984)Motivation reconsidered: The concept of competence. (1959)Basic objects in natural categories (1976)On seeing human: A three-factor theory of anthropomorphism. (2007)Toward a psychology of positive youth development. (2000)Psychological flexibility as a fundamental aspect of health (2010)Customer Engagement (2011)
this work references cited by second hop

References

  • 1989Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology75,250 cited
  • 1952The origins of intelligence in children.10,830 cited
  • 1991Flow: The Psychology of Optimal Experience9,449 cited
  • 1975Beyond boredom and anxiety5,708 cited
  • 2016How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction2,602 cited
  • 2015Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning2,111 cited
  • 2008Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation1,872 cited
  • 2008Flow, performance and moderators of challenge-skill balance954 cited
  • 2013Scaffolding game-based learning: Impact on learning achievements, perceived learning, and game experiences377 cited
  • 2010Effects of constructing versus playing an educational game on student motivation and deep learning strategy use372 cited
  • 2012A meta-analytic review of the role of instructional support in game-based learning372 cited
  • 2011The effect of simulation games on the learning of computational problem solving292 cited
  • 2017Is game-based learning better in flow experience and various types of cognitive load than non-game-based learning? Perspective from multimedia and media richness276 cited

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

  • 1997Multimedia learning environments: Issues of learner control and navigation258 cited
  • 2006Gaming in a 3D multiuser virtual environment: engaging students in Science lessons250 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
  • Cited by

    • 2024Research on Educational Games in Learning in Indonesia: A Systematic Review of the Literatures23 cited