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In‐game performance: The role of students' socio‐economic status, self‐efficacy and situational interest in an augmented reality game
16 references·0 citing·56 second hopsampled
In‐game performance: The role of students' socio‐economic status, self‐efficacy and situational interest in an augmented reality game (2023)In‐game performance: The role of students…The impact of gamification on learning and instruction: A systematic review of empirical evidence (2020)The impact of gamification on…Handbook of Game-Based Learning. (2020)Handbook of Game-Based Learni…Interest Development and Learning (2019)Interest Development and Lear…The relative importance of intelligence and motivation as predictors of school achievement: A meta-analysis (2018)The relative importance of in…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…Science Achievement Gaps Begin Very Early, Persist, and Are Largely Explained by Modifiable Factors (2016)Science Achievement Gaps Begi…Evidence for a positive relation between interest and achievement: Examining between-person and within-person variation in five domains (2016)Evidence for a positive relat…Predictors of adolescents' academic motivation: Personality, self-efficacy and adolescents' characteristics (2014)Predictors of adolescents' ac…“My Questionnaire is Too Long!” The assessments of motivational-affective constructs with three-item and single-item measures (2014)“My Questionnaire is Too Long…A meta-analysis of the cognitive and motivational effects of serious games. (2013)A meta-analysis of the cognit…Researching health inequalities in adolescents: The development of the Health Behaviour in School-Aged Children (HBSC) Family Affluence Scale (2008)Researching health inequaliti…The Four-Phase Model of Interest Development (2006)The Four-Phase Model of Inter…Computer Gaming and Interactive Simulations for Learning: A Meta-Analysis (2006)Computer Gaming and Interacti…Socioeconomic Status and Academic Achievement: A Meta-Analytic Review of Research (2005)Socioeconomic Status and Acad…Reproduction in Education, Society and Culture (1978)Reproduction in Education, So…Self-efficacy: Toward a unifying theory of behavioral change. 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(2000)Psychological flexibility as a fundamental aspect of health (2010)Implications for educational practice of the science of learning and development (2019)From expectancy-value theory to situated expectancy-value theory: A developmental, social cognitive, and sociocultural perspective on motivation (2020)Alternative Ways of Assessing Model Fit (1992)Principles and Practice of Structural Equation Modeling (1998)Principles and Practice of Structural Equation Modeling (2012)Measuring Teachers’ enjoyment, anger, and anxiety: The Teacher Emotions Scales (TES) (2016)The Relation Between Mathematics Anxiety and Mathematics Performance Among School-Aged Students: A Meta-Analysis (2019)Single Item Measures in Psychological Science (2022)Social Learning Theory. (1978)Book Reviews: Statistical Methods for Meta-Analysis Larry V. Hedges and Ingram Olkin New York: Academic Press, 1985. xxii + 369 pp (1988)Digital Games, Design, and Learning (2015)Handbook of Self-Regulation of Learning and Performance (2017)The Gamification of Learning: a Meta-analysis (2019)Introduction to Meta‐Analysis (2021)Cognitive, social, and physiological determinants of emotional state. (1962)Generalized expectancies for internal versus external control of reinforcement. (1966)From Intentions to Actions: A Theory of Planned Behavior (1985)The theory of planned behavior (1991)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Social Capital in the Creation of Human Capital (1988)Social Capital in the Creation of Human Capital (2000)A meta-analysis of the five-factor model of personality and academic performance. 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References

  • 1977Self-efficacy: Toward a unifying theory of behavioral change.56,985 cited
  • 1978Reproduction in Education, Society and Culture6,716 cited
  • 2006The Four-Phase Model of Interest Development5,428 cited
  • 2005Socioeconomic Status and Academic Achievement: A Meta-Analytic Review of Research4,828 cited
  • 2013A meta-analysis of the cognitive and motivational effects of serious games.2,192 cited
  • 2008Researching health inequalities in adolescents: The development of the Health Behaviour in School-Aged Children (HBSC) Family Affluence Scale1,639 cited
  • 2020The impact of gamification on learning and instruction: A systematic review of empirical evidence1,475 cited
  • 2006Computer Gaming and Interactive Simulations for Learning: A Meta-Analysis990 cited
  • 2016Science Achievement Gaps Begin Very Early, Persist, and Are Largely Explained by Modifiable Factors519 cited
  • 2014“My Questionnaire is Too Long!” The assessments of motivational-affective constructs with three-item and single-item measures440 cited
  • 2017A meta-analysis with examination of moderators of student cognition, affect, and learning outcomes while using serious educational games, serious games, and simulations352 cited
  • 2020Handbook of Game-Based Learning.352 cited
  • 2018The relative importance of intelligence and motivation as predictors of school achievement: A meta-analysis213 cited

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2016
Evidence for a positive relation between interest and achievement: Examining between-person and within-person variation in five domains
162 cited
  • 2014Predictors of adolescents' academic motivation: Personality, self-efficacy and adolescents' characteristics137 cited
  • 2019Interest Development and Learning136 cited
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