A meta-analysis of the cognitive and motivational effects of serious games
暂无分享,去创建一个
[1] M. Wittrock. Learning as a Generative Process , 1974 .
[2] David A. Pierfy. Comparative Simulation Game Research , 1977 .
[3] W. Kintsch. Learning from text, levels of comprehension, or: Why anyone would read a story anyway , 1980 .
[4] G. Glass,et al. Meta-analysis in social research , 1981 .
[5] Thomas W. Malone,et al. Toward a Theory of Intrinsically Motivating Instruction , 1981, Cogn. Sci..
[6] William F. Brewer,et al. Stories Are to Entertain: A Structural-Affect Theory of Stories. Technical Report No. 265. , 1982 .
[7] L. Hedges,et al. Statistical Methods for Meta-Analysis , 1987 .
[8] Walter Kintsch,et al. Sentence memory: A theoretical analysis ☆ , 1990 .
[9] A. Paivio,et al. Dual coding theory and education , 1991 .
[10] Cynthia M. Okolo,et al. The Effect of Computer-Assisted Instruction Format and Initial Attitude on the Arithmetic Facts Proficiency and Continuing Motivation of Students with Learning Disabilities. , 1992 .
[11] E. Salas,et al. Application of cognitive, skill-based, and affective theories of learning outcomes to new methods of training evaluation. , 1993 .
[12] T. Trabasso,et al. Constructing inferences during narrative text comprehension. , 1994, Psychological review.
[13] Michelene T. H. Chi,et al. Eliciting Self-Explanations Improves Understanding , 1994, Cogn. Sci..
[14] Kori Inkpen Quinn,et al. Playing together beats playing apart, especially for girls , 1995, CSCL.
[15] Joseph Betz. Computer Games: Increase Learning in an Interactive Multidisciplinary Environment , 1995 .
[16] M. Lepper,et al. Intrinsic motivation and the process of learning: Beneficial effects of contextualization, personalization, and choice. , 1996 .
[17] Katrina E. Ricci,et al. Do Computer-Based Games Facilitate Knowledge Acquisition and Retention? , 1996 .
[18] J. Potters,et al. Assessing the efficacy of gaming in economics education. , 1997 .
[19] Poonam Singh Nee Nigam,et al. The effect of Mn , 1997 .
[20] Walter Kintsch,et al. Comprehension: A Paradigm for Cognition , 1998 .
[21] E. Deci,et al. A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. , 1999, Psychological bulletin.
[22] Hans Hoeken,et al. Suspense, curiosity, and surprise: How discourse structure influences the affective and cognitive processing of a story , 2000 .
[23] John A. Ellis,et al. An Evaluation of Three Computer-Based Instructional Strategies in Basic Electricity and Electronics Training , 2000 .
[24] Maggie Nuicol,et al. Computer-assisted vs. teacher-directed teaching of numeracy in adults , 2001, J. Comput. Assist. Learn..
[25] James C. Lester,et al. The Case for Social Agency in Computer-Based Teaching: Do Students Learn More Deeply When They Interact With Animated Pedagogical Agents? , 2001 .
[26] E. Day,et al. Knowledge structures and the acquisition of a complex skill. , 2001, The Journal of applied psychology.
[27] Richard E. Mayer,et al. Multimedia Learning , 2001, Visible Learning Guide to Student Achievement.
[28] Richard N. Van Eck,et al. The effect of competition and contextualized advisement on the transfer of mathematics skills a computer-based instructional simulation game , 2002 .
[29] James E. Driskell,et al. Games, Motivation, and Learning: A Research and Practice Model , 2002 .
[30] Alexander Renkl,et al. Learning From Examples: Fostering Self-Explanations in Computer-Based Learning Environments , 2002, Interact. Learn. Environ..
[31] S. Castell,et al. Serious Play , 2014 .
[32] Ximena López,et al. Beyond Nintendo: design and assessment of educational video games for first and second grade students , 2003, Comput. Educ..
[33] Marc Prensky,et al. Digital game-based learning , 2000, CIE.
[34] Eliane Segers,et al. Effects of vocabulary training by computer in kindergarten , 2003, J. Comput. Assist. Learn..
[35] James Laffey,et al. Supporting Learning and Behavior of At-Risk Young Children , 2003 .
[36] J. Jenson,et al. OP‐ED Serious play , 2003 .
[37] R. Mayer. Should there be a three-strikes rule against pure discovery learning? The case for guided methods of instruction. , 2004, The American psychologist.
[38] Michael Barnett,et al. Electromagnetism Supercharged! Learning Physics with Digital Simulation Games , 2004, ICLS.
[39] Robert Rosenthal,et al. WRITING META-ANALYTIC REVIEWS , 1995 .
[40] Brian C. Nelson,et al. "Students' Motivation and Learning of Science in a Multi-User Virtual Environment" , 2005 .
[41] Francis M. Dwyer,et al. The Effect of Online Gaming, Cognition and Feedback Type in Facilitating Delayed Achievement of Different Learning Objectives , 2005 .
[42] H. O'Neil,et al. Classification of learning outcomes: evidence from the computer games literature , 2005 .
[43] Paul Ginns. Meta-Analysis of the Modality Effect. , 2005 .
[44] Michael Zyda,et al. From visual simulation to virtual reality to games , 2005, Computer.
[45] Maria Virvou,et al. Combining Software Games with Education: Evaluation of its Educational Effectiveness , 2005, J. Educ. Technol. Soc..
[46] Spencer Benson,et al. Learning with Invisible Others: Perceptions of Online Presence and their Relationship to Cognitive and Affective Learning , 2005, J. Educ. Technol. Soc..
[47] R. Mayer,et al. Role of guidance, reflection, and interactivity in an agent-based multimedia game , 2005 .
[48] Michele D. Dickey. Game Design Narrative for Learning: Appropriating Adventure Game Design Narrative Devices and Techniques for the Design of Interactive Learning Environments , 2006 .
[49] Michelle F. Wright,et al. Computer Gaming and Interactive Simulations for Learning: A Meta-Analysis , 2006 .
[50] Zhigeng Pan. Technologies for E-Learning and Digital Entertainment, First International Conference, Edutainment 2006, Hangzhou, China, April 16-19, 2006, Proceedings , 2006, Edutainment.
[51] Alvin C. M. Kwan,et al. Online vocabulary games as a tool for teaching and learning English vocabulary , 2006 .
[52] Andrew K. Przybylski,et al. The Motivational Pull of Video Games: A Self-Determination Theory Approach , 2006 .
[53] Junjie Shang,et al. Learning Online: A Comparative Study of a Situated Game-Based Approach and a Traditional Web-Based Approach , 2006, Edutainment.
[54] Mei-Jen Kuo,et al. How does an online game based learning environment promote students' intrinsic motivation for learning natural science and how does it affect their learning outcomes? , 2007, 2007 First IEEE International Workshop on Digital Game and Intelligent Toy Enhanced Learning (DIGITEL'07).
[55] Barbara L. Grabowski,et al. Gameplaying for maths learning: cooperative or not? , 2007, Br. J. Educ. Technol..
[56] Young-Kyun Baek,et al. What Hinders Teachers in Using Computer and Video Games in the Classroom? Exploring Factors Inhibiting the Uptake of Computer and Video Games , 2008, Cyberpsychology Behav. Soc. Netw..
[57] Jonathan P. Rowe,et al. Story-Based Learning: The Impact of Narrative on Learning Experiences and Outcomes , 2008, Intelligent Tutoring Systems.
[58] R. Mayer,et al. Increased interestingness of extraneous details in a multimedia science presentation leads to decreased learning. , 2008, Journal of experimental psychology. Applied.
[59] S. Thompson. Social Learning Theory , 2008 .
[60] F. Paas,et al. Based on Cognitive Load How to Optimize Learning From Animated Models : A Review of Guidelines , 2008 .
[61] Fengfeng Ke. Computer games application within alternative classroom goal structures: cognitive, metacognitive, and affective evaluation , 2008 .
[62] James Shanteau,et al. The effect of violent and non-violent computer games on cognitive performance , 2009, Comput. Hum. Behav..
[63] Sara de Freitas,et al. Evaluation of an Immersive Learning Programme to Support Triage Training , 2009, 2009 Conference in Games and Virtual Worlds for Serious Applications.
[64] Magnus Jahre,et al. Experimental Validation of the Learning Effect for a Pedagogical Game on Computer Fundamentals , 2009, IEEE Transactions on Education.
[65] James Minogue,et al. Investigating the impact of video games on high school students' engagement and learning about genetics , 2009, Comput. Educ..
[66] L. Hedges,et al. Introduction to Meta‐Analysis , 2009, International Coaching Psychology Review.
[67] Hua Wang,et al. Multimodality and Interactivity: Connecting Properties of Serious Games with Educational Outcomes , 2009, Cyberpsychology Behav. Soc. Netw..
[68] Robert L. Goldstone,et al. Transformational Play as a Curricular Scaffold: Using Videogames to Support Science Education , 2009 .
[69] Herre van Oostendorp,et al. Current Practices in Serious Game Research: A Review from a Learning Outcomes Perspective , 2009 .
[70] Richard E. Clark,et al. 8 An Analysis of the Failure of Electronic Media and Discovery-Based Learning: Evidence for the Performance Benefits of Guided Training Methods 263 , 2009 .
[71] Fengfeng Ke,et al. A Qualitative Meta-Analysis of Computer Games as Learning Tools , 2009 .
[72] Marina Papastergiou,et al. Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation , 2009, Comput. Educ..
[73] Mariano Alcañiz Raya,et al. Learning in serious virtual worlds: Evaluation of learning effectiveness and appeal to students in the E-Junior project , 2010, Comput. Educ..
[74] Paul D. Ellis,et al. The essential guide to effect sizes : statistical power, meta-analysis, and the interpretation of research results , 2010 .
[75] Richard E. Clark,et al. An Analysis of the Failure of Electronic Media and Discovery‐Based Learning , 2010 .
[76] Atsusi Hirumi,et al. The effects of modern mathematics computer games on mathematics achievement and class motivation , 2010, Comput. Educ..
[77] Andrew K. Przybylski,et al. A Motivational Model of Video Game Engagement , 2010 .
[78] V. van Dijk. Learning the triage procedure. Serious gaming based on guided discovery learning versus studying worked examples. , 2010 .
[79] H. Abdi. Holm's Sequential Bonferroni Procedure , 2010 .
[80] David J. Miller,et al. Using a games console in the primary classroom: Effects of 'Brain Training' programme on computation and self-esteem , 2010, Br. J. Educ. Technol..
[81] S. W. Kim,et al. Effectiveness of MMORPG-based instruction in elementary English education in Korea , 2010, J. Comput. Assist. Learn..
[82] Hans van der Meij,et al. Learning from games: Does collaboration help? , 2011, Br. J. Educ. Technol..
[83] David J. Miller,et al. Educational benefits of using game consoles in a primary classroom: A randomised controlled trial , 2011, British Journal of Educational Technology.
[84] Herre van Oostendorp,et al. The role of Game Discourse Analysis and curiosity in creating engaging and effective serious games by implementing a back story and foreshadowing , 2011, Interact. Comput..
[85] Richard E. Mayer,et al. Multimedia learning and games. , 2011 .
[86] Herre van Oostendorp,et al. Measuring learning in serious games: a case study with structural assessment , 2011 .
[87] Ton de Jong,et al. Instructional support in games , 2011, CGAMES 2011.
[88] J. D. Fletcher,et al. Review of research on computer games. , 2011 .
[89] M. P. Jacob Habgood,et al. Motivating Children to Learn Effectively: Exploring the Value of Intrinsic Integration in Educational Games , 2011 .
[90] Cyril Brom,et al. Are educational computer micro-games engaging and effective for knowledge acquisition at high-schools? A quasi-experimental study , 2011, Comput. Educ..
[91] E. V. D. Spek,et al. Experiments in serious game design : a cognitive approach , 2011 .
[92] Traci Sitzmann. A META-ANALYTIC EXAMINATION OF THE INSTRUCTIONAL EFFECTIVENESS OF COMPUTER-BASED SIMULATION GAMES , 2011 .
[93] Wei Pan,et al. Assessing the effectiveness of a 3-D instructional game on improving mathematics achievement and motivation of middle school students , 2012, Br. J. Educ. Technol..
[94] Sasha A. Barab,et al. Game-based curriculum and transformational play: Designing to meaningfully positioning person, content, and context , 2012, Comput. Educ..
[95] R. Mayer,et al. Narrative games for learning: Testing the discovery and narrative hypotheses. , 2012 .
[96] Ruth Wylie,et al. The Self-Explanation Principle in Multimedia Learning , 2014 .