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Facilitating third graders' acquisition of scientific concepts through digital game-based learning: The effects of self-explanation principles
16 references·3 citing·50 second hopsampled
Facilitating third graders' acquisition of scientific concepts through digital game-based learning: The effects of self-explanation principles (2012)Facilitating third graders' acquisition o…The Self-Explanation Principle in Multimedia Learning (2014)The Self-Explanation Principl…Using ubiquitous games in an English listening and speaking course: Impact on learning outcomes and motivation (2010)Using ubiquitous games in an …Using game theory and Competition-based Learning to stimulate student motivation and performance (2010)Using game theory and Competi…Transformational Play as a Curricular Scaffold: Using Videogames to Support Science Education (2009)Transformational Play as a Cu…Not just fun, but serious strategies: Using meta-cognitive strategies in game-based learning (2009)Not just fun, but serious str…Investigating the impact of video games on high school students’ engagement and learning about genetics (2009)Investigating the impact of v…Effectiveness of using a video game to teach a course in mechanical engineering (2009)Effectiveness of using a vide…The effects of computer games on primary school students’ achievement and motivation in geography learning (2008)The effects of computer games…Should Science be Taught in Early Childhood? (2005)Should Science be Taught in E…Digital game-based learning: Towards an experiential gaming model (2005)Digital game-based learning: …Multimedia Learning in an Interactive Self-Explaining Environment: What Works in the Design of Agent-Based Microworlds? (2003)Multimedia Learning in an Int…Games, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…Learning from Worked-Out Examples: The Effects of Example Variability and Elicited Self-Explanations (1998)Learning from Worked-Out Exam…Eliciting self-explanations improves understanding, (1994)Eliciting self-explanations i…Beyond Cold Conceptual Change: The Role of Motivational Beliefs and Classroom Contextual Factors in the Process of Conceptual Change (1993)Beyond Cold Conceptual Change…Self-explanations: How students study and use examples in learning to solve problems (1989)Self-explanations: How studen…Self-Explanations in Game-Based Learning: From Tacit to Transferable Knowledge (2016)Self-Explanations in Game-Bas…Self-explanation and digital games: Adaptively increasing abstraction (2016)Self-explanation and digital …Exploring Preschool Teachers' Technological Pedagogical Content Knowledge of Educational Games (2013)Exploring Preschool Teachers'…The magical number seven, plus or minus two: Some limits on our capacity for processing information. 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(1977)A systematic literature review of empirical evidence on computer games and serious games (2012)A meta-analysis of the cognitive and motivational effects of serious games. (2013)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)The Discovery of Grounded Theory; Strategies for Qualitative Research (1968)The Discovery of Grounded Theory: Strategies for Qualitative Research. 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References

  • 2002Games, Motivation, and Learning: A Research and Practice Model3,211 cited
  • 1989Self-explanations: How students study and use examples in learning to solve problems2,286 cited
  • 1993Beyond Cold Conceptual Change: The Role of Motivational Beliefs and Classroom Contextual Factors in the Process of Conceptual Change2,215 cited
  • 1994Eliciting self-explanations improves understanding,2,114 cited
  • 2005Digital game-based learning: Towards an experiential gaming model1,456 cited
  • 2010Using game theory and Competition-based Learning to stimulate student motivation and performance685 cited
  • 2009Investigating the impact of video games on high school students’ engagement and learning about genetics646 cited
  • 2008The effects of computer games on primary school students’ achievement and motivation in geography learning587 cited
  • 2010Using ubiquitous games in an English listening and speaking course: Impact on learning outcomes and motivation550 cited
  • 2005Should Science be Taught in Early Childhood?548 cited
  • 2009Not just fun, but serious strategies: Using meta-cognitive strategies in game-based learning479 cited
  • 2003Multimedia Learning in an Interactive Self-Explaining Environment: What Works in the Design of Agent-Based Microworlds?408 cited
  • 1998Learning from Worked-Out Examples: The Effects of Example Variability and Elicited Self-Explanations373 cited

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2014
The Self-Explanation Principle in Multimedia Learning
306 cited
  • 2009Transformational Play as a Curricular Scaffold: Using Videogames to Support Science Education290 cited
  • 2009Effectiveness of using a video game to teach a course in mechanical engineering267 cited
  • Cited by

    • 2013Exploring Preschool Teachers' Technological Pedagogical Content Knowledge of Educational Games68 cited
    • 2016Self-explanation and digital games: Adaptively increasing abstraction37 cited
    • 2016Self-Explanations in Game-Based Learning: From Tacit to Transferable Knowledge28 cited