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Creating Electronic Learning Environments: Games, Flow, and the User Interface.
4 references·4 citing·23 second hop
Creating Electronic Learning Environments: Games, Flow, and the User Interface. (1998)Creating Electronic Learning Environments…Training Gets Doomed. (1997)Training Gets Doomed.Emerging technologies, ISD, and learning environments: Critical perspectives (1992)Emerging technologies, ISD, a…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…The cognitive psychology of school learning (1985)The cognitive psychology of s…Player-centered game AI from a flow perspective: Towards a better understanding of past trends and future directions (2017)Player-centered game AI from …Youth and Video Games (2013)Youth and Video GamesToward operationalization of ‘flow’ in mathematics learnware (2006)Toward operationalization of …Effects of Computerized Leisure Education on Self-Determination of Youth with Disabilities (2000)Effects of Computerized Leisu…Motivational processes affecting learning. (1986)Flow: The Psychology of Optimal Experience (1991)What Video Games Have to Teach Us about Learning and Literacy (2004)Self-Discipline Outdoes IQ in Predicting Academic Performance of Adolescents (2005)Mindset: the new psychology of success (2006)How We Think (1910)Mind in Society: The Development of Higher Psychological Processes (1978)Situated Cognition and the Culture of Learning (1989)An activity-theoretical approach to research of ICT integration in Singapore schools: Orienting activities and learner autonomy (2003)Pedagogical Models for E-Learning: A Theory-Based Design Framework (2005)The Impact of Internet Virtual Physics Laboratory Instruction on the Achievement in Physics, Science Process Skills and Computer Attitudes of 10th-Grade Students (2007)Flow: The Psychology of Optimal Experience (1991)An Introduction to the Five‐Factor Model and Its Applications (1992)SOCIAL VALIDITY: THE CASE FOR SUBJECTIVE MEASUREMENT or HOW APPLIED BEHAVIOR ANALYSIS IS FINDING ITS HEART 1 (1978)Finding flow: the psychology of engagement with everyday life (1997)Coming to Terms: How Researchers in Learning and Literacy Talk About Knowledge (1991)Dual coding theory and education (1991)Effects of Problem-Based Learning: A Meta-Analysis From the Angle of Assessment (2005)Subjective well-being: Three decades of progress. (1999)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)The benefits of being present: Mindfulness and its role in psychological well-being. (2003)Educating Managers with Tomorrow's Technologies (2000)ONLINE SIMULATIONS IN MANAGEMENT EDUCATION ABOUT INFORMATION AND ITS USES (2003)
this work references cited by second hop

References

  • 1990Flow: the psychology of optimal experience12,637 cited
  • 1985The cognitive psychology of school learning928 cited
  • 1992Emerging technologies, ISD, and learning environments: Critical perspectives197 cited
  • 1997Training Gets Doomed.14 cited

Cited by

  • 2017Player-centered game AI from a flow perspective: Towards a better understanding of past trends and future directions46 cited
  • 2006Toward operationalization of ‘flow’ in mathematics learnware36 cited
  • 2013Youth and Video Games29 cited
  • 2000Effects of Computerized Leisure Education on Self-Determination of Youth with Disabilities18 cited

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