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The Impact of Game-Based Learning on the Achievement of Learning Goals and Motivation for Learning Mathematics - Literature Review
14 references·13 citing·47 second hop
The Impact of Game-Based Learning on the Achievement of Learning Goals and Motivation for Learning Mathematics - Literature Review (2011)The Impact of Game-Based Learning on the …Video Games and Digital Literacies (2010)Video Games and Digital Liter…Using game theory and Competition-based Learning to stimulate student motivation and performance (2010)Using game theory and Competi…The effects of modern mathematics computer games on mathematics achievement and class motivation (2010)The effects of modern mathema…Sustaining iterative game playing processes in DGBL: The relationship between motivational processing and outcome processing (2010)Sustaining iterative game pla…Effects of constructing versus playing an educational game on student motivation and deep learning strategy use (2010)Effects of constructing versu…Not just fun, but serious strategies: Using meta-cognitive strategies in game-based learning (2009)Not just fun, but serious str…Examining the pedagogical foundations of modern educational computer games (2008)Examining the pedagogical fou…Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2008)Digital Game-Based Learning i…Computer game design: Opportunities for successful learning (2008)Computer game design: Opportu…Online vocabulary games as a tool for teaching and learning English vocabulary (2006)Online vocabulary games as a …Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. (2006)Digital Game-Based Learning: …Epistemic frames for epistemic games (2005)Epistemic frames for epistemi…Computer support for learning mathematics: A learning environment based on recreational learning objects (2005)Computer support for learning…Beyond Nintendo: design and assessment of educational video games for first and second grade students (2002)Beyond Nintendo: design and a…Game-Based Learning experiences in primary mathematics education (2024)Game-Based Learning experienc…The effects of digital game-based learning on children’s Chinese language learning, attention and self-efficacy (2022)The effects of digital game-b…A systematic review of the role of learning games in fostering mathematics education in K-12 settings (2022)A systematic review of the ro…Three decades of game-based learning in science and mathematics education: an integrated bibliometric analysis and systematic review (2021)Three decades of game-based l…The effect of a scientific board game on improving creative problem solving skills (2021)The effect of a scientific bo…Influence of Game-Based Learning in Mathematics Education on Students’ Affective Domain: A Systematic Review (2021)Influence of Game-Based Learn…Effects of digital games on student motivation in mathematics: A meta‐analysis in K‐12 (2021)Effects of digital games on s…Digital Game-Based Learning as A Solution to Fun Learning Challenges During the Covid-19 Pandemic (2020)Digital Game-Based Learning a…Mathematical problem solving and learning in an architecture-themed epistemic game (2019)Mathematical problem solving …Game-Based Assessment: The Past Ten Years and Moving Forward (2019)Game-Based Assessment: The Pa…Assessing consumer literacy on financial complex products (2019)Assessing consumer literacy o…Gamification for development: a case of collaborative learning in Sri Lankan primary schools (2017)Gamification for development:…Pre-service Teachers’ Perceptions on Game Based Learning Scenarios in Primary Reading and Writing Instruction Courses (2015)Pre-service Teachers’ Percept…What Video Games Have to Teach Us about Learning and Literacy (2004)Serious Games : An Overview (2007)The ECAR Study of Undergraduate Students and Information Technology, 2007 (2007)Information technology and Gen Z: The role of teachers, the internet, and technology in the education of young people (2021)Schooling and the Acquisition of Knowledge (1978)Situated Learning: Legitimate Peripheral Participation. 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(2013)Digital Games, Design, and Learning (2015)Foundations of Game-Based Learning (2015)Digital Game-Based Learning (2020)Equilibrium points in n -person games (1950)The Evolution of Cooperation (1981)A collaborative game-based learning approach to improving students' learning performance in science courses (2012)The effect of virtual achievements on student engagement (2013)Investigating the effects of gamification-enhanced flipped learning on undergraduate students’ behavioral and cognitive engagement (2018)Theory of games and economic behavior (2019)Flow: the psychology of optimal experience (1990)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. 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(2020)Gamification Applications in E-learning: A Literature Review (2021)Self-Regulated Learning and Academic Achievement: An Overview (1990)A concept map-embedded educational computer game for improving students' learning performance in natural science courses (2013)Play, Dreams And Imitation In Childhood (2013)The wear out effect of a game-based student response system (2014)Experimental and Quasi-Experimental Designs for Research (1963)Experiential Learning : Experience as the Source of Learning and Development (1983)Experience and Education (1986)Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness (2013)Gameplay Engagement and Learning in Game-Based Learning (2015)Detecting latent topics and trends in educational technologies over four decades using structural topic modeling: A retrospective of all volumes of Computers & Education (2020)Communities of practice learning, meaning, and identity (1999)Investigating the learning‐theory foundations of game‐based learning: a meta‐analysis (2011)Acceptance of game-based learning by secondary school teachers (2013)
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References

  • 2008Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation1,689 cited
  • 2006Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless.1,172 cited
  • 2002Beyond Nintendo: design and assessment of educational video games for first and second grade students699 cited
  • 2010Using game theory and Competition-based Learning to stimulate student motivation and performance685 cited
  • 2010The effects of modern mathematics computer games on mathematics achievement and class motivation649 cited
  • 2009Not just fun, but serious strategies: Using meta-cognitive strategies in game-based learning479 cited
  • 2005Epistemic frames for epistemic games472 cited
  • 2008Examining the pedagogical foundations of modern educational computer games436 cited
  • 2010Effects of constructing versus playing an educational game on student motivation and deep learning strategy use372 cited
  • 2008Computer game design: Opportunities for successful learning353 cited
  • 2006Online vocabulary games as a tool for teaching and learning English vocabulary278 cited
  • 2010Sustaining iterative game playing processes in DGBL: The relationship between motivational processing and outcome processing254 cited
  • 2005Computer support for learning mathematics: A learning environment based on recreational learning objects138 cited

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  • 2010Video Games and Digital Literacies132 cited
  • Cited by

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    • 2022A systematic review of the role of learning games in fostering mathematics education in K-12 settings107 cited
    • 2021Three decades of game-based learning in science and mathematics education: an integrated bibliometric analysis and systematic review100 cited
    • 2021Influence of Game-Based Learning in Mathematics Education on Students’ Affective Domain: A Systematic Review89 cited
    • 2021The effect of a scientific board game on improving creative problem solving skills75 cited
    • 2017Gamification for development: a case of collaborative learning in Sri Lankan primary schools58 cited
    • 2019Game-Based Assessment: The Past Ten Years and Moving Forward54 cited
    • 2019Mathematical problem solving and learning in an architecture-themed epistemic game51 cited
    • 2019Assessing consumer literacy on financial complex products46 cited
    • 2022The effects of digital game-based learning on children’s Chinese language learning, attention and self-efficacy43 cited
    • 2020Digital Game-Based Learning as A Solution to Fun Learning Challenges During the Covid-19 Pandemic40 cited
    • 2015Pre-service Teachers’ Perceptions on Game Based Learning Scenarios in Primary Reading and Writing Instruction Courses38 cited
    • 2024Game-Based Learning experiences in primary mathematics education37 cited