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Serious Games and Game-Based Learning
16 references·0 citing·38 second hop
Serious Games and Game-Based Learning (2023)Serious Games and Game-Based LearningFoundations of Game-Based Learning (2015)Foundations of Game-Based Lea…International Handbook of Emotions in Education (2014)International Handbook of Emo…A meta-analysis of the cognitive and motivational effects of serious games. (2013)A meta-analysis of the cognit…A systematic literature review of empirical evidence on computer games and serious games (2012)A systematic literature revie…Interactive Multimodal Learning Environments (2007)Interactive Multimodal Learni…The Control-Value Theory of Achievement Emotions: Assumptions, Corollaries, and Implications for Educational Research and Practice (2006)The Control-Value Theory of A…Serious Games: Games That Educate, Train, and Inform (2005)Serious Games: Games That Edu…What video games have to teach us about learning and literacy (2003)What video games have to teac…Rules of Play: Game Design Fundamentals (2003)Rules of Play: Game Design Fu…Digital game-based learning (2003)Digital game-based learningOverview of self-determination theory: An organismic-dialectical perspective. (2002)Overview of self-determinatio…Multimedia Learning (2002)Multimedia LearningGames, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Social Learning Theory (1977)Social Learning TheoryPart I: Cognitive development in children: Piaget development and learning (1964)Part I: Cognitive development…Self-efficacy: Toward a unifying theory of behavioral change. (1977)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)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)Self-efficacy: Toward a unifying theory of behavioral change (1978)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)Sources of Self-Efficacy in School: Critical Review of the Literature and Future Directions (2008)Achievement goals and achievement emotions: Testing a model of their joint relations with academic performance. (2009)Measuring emotions in students’ learning and performance: The Achievement Emotions Questionnaire (AEQ) (2010)Generative Processes of Comprehension (1989)Cognition and instruction: Their historic meeting within educational psychology. (1992)Working Memory (1992)Nine Ways to Reduce Cognitive Load in Multimedia Learning (2003)Education for Life and Work: Developing Transferable Knowledge and Skills in the 21st Century (2012)Cognitive Theory of Multimedia Learning (2014)Situated Cognition and the Culture of Learning (1989)Situated Learning (1991)A Pedagogy of Multiliteracies: Designing Social Futures (1996)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)The game, the player, the world: looking for a heart of gameness (2003)Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)Serious games and the gamification of tourism (2016)Engaging students in learning activities: It is not autonomy support or structure but autonomy support and structure. (2010)A Self-determination Theory Perspective on Student Engagement (2012)Exercise, physical activity, and self-determination theory: A systematic review (2012)Toward a Comprehensive Model of International Adjustment: An Integration of Multiple Theoretical Perspectives (1991)Altruism and Prosocial Behavior (2003)Effects of extrinsic and intrinsic motivation on employee knowledge sharing intentions (2007)Digital Natives, Digital Immigrants Part 1 (2001)The Theory and Practice of Online Learning (2008)GameFlow (2005)Event tourism: Definition, evolution, and research (2007)Measuring and defining the experience of immersion in games (2008)
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References

  • 1977Social Learning Theory9,650 cited
  • 1991Flow: The Psychology of Optimal Experience9,395 cited
  • 2002Multimedia Learning7,764 cited
  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 2006The Control-Value Theory of Achievement Emotions: Assumptions, Corollaries, and Implications for Educational Research and Practice5,605 cited
  • 2003Rules of Play: Game Design Fundamentals5,481 cited
  • 2002Games, Motivation, and Learning: A Research and Practice Model3,211 cited
  • 2003Digital game-based learning3,104 cited
  • 2002Overview of self-determination theory: An organismic-dialectical perspective.3,046 cited
  • 2012A systematic literature review of empirical evidence on computer games and serious games2,890 cited
  • 2005Serious Games: Games That Educate, Train, and Inform2,069 cited
  • 2013A meta-analysis of the cognitive and motivational effects of serious games.1,857 cited
  • 2015Foundations of Game-Based Learning1,754 cited
  • 2007Interactive Multimodal Learning Environments1,676 cited
  • 1964Part I: Cognitive development in children: Piaget development and learning1,663 cited

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International Handbook of Emotions in Education
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