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Digital game-based learning: Pedagogical agent and feedback types on achievement, flow experience, and cognitive load
16 references·0 citing·48 second hop
Digital game-based learning: Pedagogical agent and feedback types on achievement, flow experience, and cognitive load (2023)Digital game-based learning: Pedagogical …The Power of Feedback Revisited: A Meta-Analysis of Educational Feedback Research (2020)The Power of Feedback Revisit…Cognitive Architecture and Instructional Design: 20 Years Later (2019)Cognitive Architecture and In…Using multimedia for e‐learning (2017)Using multimedia for e‐learni…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…The Concept of Flow (2014)The Concept of FlowEGameFlow: A scale to measure learners’ enjoyment of e-learning games (2008)EGameFlow: A scale to measure…The Power of Feedback (2007)The Power of FeedbackDigital game-based learning: Towards an experiential gaming model (2005)Digital game-based learning: …Flow and Media Enjoyment (2004)Flow and Media EnjoymentA Theory of Fun for Game Design (2004)A Theory of Fun for Game Desi…Digital game-based learning (2003)Digital game-based learningMultimedia Learning (2002)Multimedia LearningGames, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…Research Design: Qualitative, Quantitative, and Mixed Methods Approaches (1994)Research Design: Qualitative,…The Efficiency of Instructional Conditions: An Approach to Combine Mental Effort and Performance Measures (1993)The Efficiency of Instruction…The magical number seven, plus or minus two: Some limits on our capacity for processing information. 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(2023)Using Mixed-Methods Sequential Explanatory Design: From Theory to Practice (2005)Case study research: design and methods (2011)Exploring the credibility of online celebrities' Instagram profiles in influencing the purchase decisions of young female users (2016)Digital Natives, Digital Immigrants Part 1 (2001)Interactive Multimodal Learning Environments (2007)The Theory and Practice of Online Learning (2008)
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References

  • 1994Research Design: Qualitative, Quantitative, and Mixed Methods Approaches35,275 cited
  • 2007The Power of Feedback14,467 cited
  • 2002Multimedia Learning8,619 cited
  • 2002Games, Motivation, and Learning: A Research and Practice Model3,211 cited
  • 2003Digital game-based learning3,104 cited
  • 2019Cognitive Architecture and Instructional Design: 20 Years Later2,829 cited
  • 2014The Concept of Flow1,607 cited
  • 2020The Power of Feedback Revisited: A Meta-Analysis of Educational Feedback Research1,460 cited
  • 2005Digital game-based learning: Towards an experiential gaming model1,456 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
  • 2004A Theory of Fun for Game Design1,110 cited
  • 1993The Efficiency of Instructional Conditions: An Approach to Combine Mental Effort and Performance Measures920 cited
  • 2017Using multimedia for e‐learning869 cited
  • 2008EGameFlow: A scale to measure learners’ enjoyment of e-learning games767 cited

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Flow and Media Enjoyment
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