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Learning Outcomes, Motivation, and Satisfaction in Gamified English Vocabulary Learning
16 references·0 citing·42 second hop
Learning Outcomes, Motivation, and Satisfaction in Gamified English Vocabulary Learning (2023)Learning Outcomes, Motivation, and Satisf…The Effect of Educational Games on Learning Outcomes, Student Motivation, Engagement and Satisfaction (2020)The Effect of Educational Gam…A Meta-Analysis of Use of Serious Games in Education over a Decade (2019)A Meta-Analysis of Use of Ser…The effect of gamification on motivation and engagement (2017)The effect of gamification on…A meta-analysis with examination of moderators of student cognition, affect, and learning outcomes while using serious educational games, serious games, and simulations (2017)A meta-analysis with examinat…Digital Games, Design, and Learning (2015)Digital Games, Design, and Le…An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games (2015)An update to the systematic l…Developing a Theory of Gamified Learning (2014)Developing a Theory of Gamifi…A meta-analysis of the cognitive and motivational effects of serious games. (2013)A meta-analysis of the cognit…Toward a Taxonomy Linking Game Attributes to Learning (2012)Toward a Taxonomy Linking Gam…A systematic literature review of empirical evidence on computer games and serious games (2012)A systematic literature revie…The role of psychology in understanding the impact of computer games (2011)The role of psychology in und…From game design elements to gamefulness (2011)From game design elements to …A META‐ANALYTIC EXAMINATION OF THE INSTRUCTIONAL EFFECTIVENESS OF COMPUTER‐BASED SIMULATION GAMES (2011)A META‐ANALYTIC EXAMINATION O…Relationships Between Game Attributes and Learning Outcomes (2008)Relationships Between Game At…Serious Games: Games That Educate, Train, and Inform (2005)Serious Games: Games That Edu…A Manual for the Use of the Motivated Strategies for Learning Questionnaire (MSLQ). (1991)A Manual for the Use of the M…Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Gamification. using game-design elements in non-gaming contexts (2011)Gamification in theory and action: A survey (2014)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Situated Cognition and the Culture of Learning (1989)Bias in meta-analysis detected by a simple, graphical test (1997)Self-Efficacy: The Exercise of Control (1999)Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. 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Evidence from a meta-analysis and synthesis of qualitative data in educational contexts (2020)Mapping research in student engagement and educational technology in higher education: a systematic evidence map (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)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)The Role of Serious Games, Gamification and Industry 4.0 Tools in the Education 4.0 Paradigm (2019)Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education (2021)Virtual reality and gamification in education: a systematic review (2024)Serious Games : An Overview (2007)A systematic review of gamification in e-Health (2017)Achievement goals, study strategies, and exam performance: A mediational analysis. (1999)Handbook of Motivation at School (2009)Measuring emotions in students’ learning and performance: The Achievement Emotions Questionnaire (AEQ) (2010)
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References

  • 2011From game design elements to gamefulness8,391 cited
  • 1991A Manual for the Use of the Motivated Strategies for Learning Questionnaire (MSLQ).3,259 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
  • 2015Digital Games, Design, and Learning1,268 cited
  • 2015An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games1,133 cited
  • 2014Developing a Theory of Gamified Learning915 cited
  • 2017The effect of gamification on motivation and engagement887 cited
  • 2011A META‐ANALYTIC EXAMINATION OF THE INSTRUCTIONAL EFFECTIVENESS OF COMPUTER‐BASED SIMULATION GAMES881 cited
  • 2019A Meta-Analysis of Use of Serious Games in Education over a Decade564 cited
  • 2008Relationships Between Game Attributes and Learning Outcomes525 cited
  • 2011The role of psychology in understanding the impact of computer games444 cited
  • 2012Toward a Taxonomy Linking Game Attributes to Learning393 cited
  • 2017A meta-analysis with examination of moderators of student cognition, affect, and learning outcomes while using serious educational games, serious games, and simulations

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352 cited
  • 2020The Effect of Educational Games on Learning Outcomes, Student Motivation, Engagement and Satisfaction336 cited
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