Game-based Learning: The Impact of Flow State and Videogame Self-efficacy
暂无分享,去创建一个
Eduardo Salas | Elizabeth H. Lazzara | Davin Pavlas | Kyle Heyne | Wendy L. Bedwell | E. Salas | E. Lazzara | K. Heyne | Davin Pavlas
[1] Kristopher J Preacher,et al. Asymptotic and resampling strategies for assessing and comparing indirect effects in multiple mediator models , 2008, Behavior research methods.
[2] James E. Driskell,et al. Games, Motivation, and Learning: A Research and Practice Model , 2002 .
[3] M. Johnston,et al. Measures in Health Psychology: A User's Portfolio , 1995 .
[4] Daniel B. Horn,et al. The roles of task difficulty and prior videogame experience on performance and motivation in instructional videogames , 2008, Comput. Hum. Behav..
[5] Terry E. Duncan,et al. Psychometric properties of the Intrinsic Motivation Inventory in a competitive sport setting: a confirmatory factor analysis. , 1989, Research quarterly for exercise and sport.
[6] Thomas W. Malone,et al. Toward a Theory of Intrinsically Motivating Instruction , 1981, Cogn. Sci..
[7] M. E. Gredler,et al. EDUCATIONAL GAMES AND SIMULATIONS : A TECHNOLOGY IN SEARCH OF A ( RESEARCH ) PARADIGM , 2002 .
[8] Peta Wyeth,et al. GameFlow: a model for evaluating player enjoyment in games , 2005, CIE.
[9] E. Salas,et al. The science of training: a decade of progress. , 2001, Annual review of psychology.
[10] Hendrik H. Leemkuil,et al. Review of educational use of games and simulations. , 2000 .
[11] H. Marsh,et al. Development and Validation of a Scale to Measure Optimal Experience: The Flow State Scale , 1996 .
[12] Declan Doyle,et al. Using a business simulation to teach applied skills – the benefits and the challenges of using student teams from multiple countries , 2000 .
[13] D. Schunk. Self-Efficacy and Classroom Learning , 1985 .
[14] Richard T. Christoph,et al. Overcoming barriers to training utilizing technology: The influence of self‐efficacy factors on multimedia‐based training receptiveness , 1998 .
[15] Marcos Augusto Francisco Borges,et al. Learning at work through a multi-user synchronous simulation game , 2001 .
[16] A. Bandura. Self-efficacy: toward a unifying theory of behavioral change. , 1977, Psychological review.
[17] C. Whitson,et al. Flow Theory and Student Engagement , 2009 .
[18] Jim Bizzocchi,et al. Game, Motivation, and Effective Learning: An Integrated Model for Educational Game Design , 2005, DiGRA Conference.
[19] Ralf Schwarzer,et al. Modelando el cambio en el comportamiento de salud: Cómo predecir y modificar la adopción y el mantenimiento de comportamientos de salud/Modeling Health Behavior Change: How to Predict and Modify the Adoption and Maintenance of Health Behaviors , 2009 .
[20] Philippe Lemay. Game and flow concepts for learning: some considerations , 2008 .
[21] Jesper Juul,et al. The game, the player, the world: looking for a heart of gameness , 2010, DiGRA Conference.
[22] Tsung-Hsien Kuo,et al. How can one amplify the effect of e-learning? An examination of high-tech employees' computer attitude and flow experience , 2010, Comput. Hum. Behav..
[23] Kara L. Orvis,et al. Relationships Between Game Attributes and Learning Outcomes , 2009 .
[24] Darryl Charles,et al. Toward an understanding of flow in video games , 2008, CIE.
[25] Benjamin S. Bloom,et al. Taxonomy of Educational Objectives: The Classification of Educational Goals. , 1957 .
[26] K. Squire. From Content to Context: Videogames as Designed Experience , 2006 .
[27] Martin Ebner,et al. Successful implementation of user-centered game based learning in higher education: An example from civil engineering , 2007, Comput. Educ..
[28] Wendy L. Bedwell,et al. Investigating the Attributes in Serious Games that Contribute to Learning , 2009 .
[29] Jenova Chen,et al. Flow in games (and everything else) , 2007, CACM.
[30] R. Thornton. Mediation , 2003, Encyclopedia of the UN Sustainable Development Goals.
[31] Gwenda Fong,et al. Adapting cots games for military simulation , 2004, VRCAI '04.
[32] Shaaron E. Ainsworth,et al. Endogenous fantasy and learning in digital games , 2015 .
[33] Steven Hornik,et al. An empirical examination of factors contributing to the creation of successful e-learning environments , 2008, Int. J. Hum. Comput. Stud..
[34] Lennart E. Nacke,et al. Flow and immersion in first-person shooters: measuring the player's gameplay experience , 2008, Future Play.