Challenging games help students learn
An empirical study on engagement, flow and immersion in game-based learning
Bibliographic Data
| ID | 23318124 |
|---|---|
| Authors | Juho Hamari (0000-0002-6573-588X, Tampere University, corresponding author), David J Shernoff (Rutgers, the State University of New Jersey), Elizabeth Rowe (0000-0002-3185-2308), Brianno Coller (Northern Illinois University), Jodi Asbell-Clarke, Jodi Asbell‐Clarke, Teon Edwards |
| Year | 2016 |
| Volume | 54 |
| Pages | 170-179 |
| Publication date | 2016-01-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Computers in Human Behavior (JOURNAL) |
| Journal identifiers | ISSN: 0747-5632 • E-ISSN: 1873-7692 |
| Publisher | Elsevier BV (PUBLISHER) |
| DOI | 10.1016/j.chb.2015.07.045 |
| OpenAlex | W2196633743 |
| Language | EN |
| Citations received | 217 |
| References cited | 62 |
Cognitive psychology · Game based learning · Game design · Game mechanics · Immersion (mathematics) · Mathematics education · Multimedia · Operationalization · Computer Science · Educational Games and Gamification · Flow Experience in Various Fields · Mathematics · Online Learning and Analytics · Psychology
Science and Videogames
Estilos docentes
Realidade Aumentada e Literatura Infantil na Educação Infantil
Educomunicación contra las fake news
Desarrollo de la competencia cívica desde experiencias de juego digitales. Visión internacional de los diseñadores de videojuegos
Testing the Usability of Digital Educational Games for Encouraging Smoking Cessation
Escape Rooms as a Learning Strategy for Special Education Master’s Degree Students
Summaê
Utilização de elementos de games em contextos educacionais
The generation of student engagement as a cognition-affect-behaviour process in a Twitter learning experience
The use of gamification in xMoocs about energy
Gamification during Covid-19
Understanding online business simulation games
Time distortion in student YouTube use
Does proactive personality matter in mobile learning
Learning technology acceptance and continuance intention among business students
Autoeficacia en el aprendizaje, compromiso académico y participación en Minecraft
La guerra civil española en los juegos y entornos lúdicos
Perspectives de l'Ocde sur l'éducation numérique 2021
Gamification in the Workplace
Enhancing user engagement
Investigating the effects of gamification-enhanced flipped learning on undergraduate students’ behavioral and cognitive engagement
Gamified learning in higher education
Empathy and embodied experience in virtual environment
Toward a Gamification Framework for Requirement Elicitation
The Role of Gamification in Undergraduate Student Retention
Gamification for climate change engagement
Sense of Presence and Subjective Well-Being in Online Pet Watching
Six Tips on How to Bring Epic Wins to Health Care
Gamification in Initial Teacher Training to Promote Inclusive Practices
Filial piety promotes online climate change video game playing among Chinese youth
New Resident Training Strategy Based on Gamification Techniques
The Moderating Role of Teamwork Engagement and Teambuilding on the Effect of Teamwork Competence as a Predictor of Innovation Behaviors among University Students
Exploring the dynamics of mobile app addiction
Gamification and educational technology synergy in higher education
Designing for classroom feasibility
Escaping the anxious classroom
Effects of game-based learning on student outcomes in mathematics education
How do pedagogical approaches affect the impact of chatbots on learning performance? A meta-analysis and research synthesis
Integrating the Triple Jump Exercise and gamification (G-Jump) to enhance learning outcomes among anesthesia students
Bingo Lab
Serious games based on scripted mystery role-playing
Gamifying language education
Playful learning in the twenty-first century
Using games in geographical and planning-related teaching
Acculturative game design with Latine communities
The use of serious games for psychological education and training
Enhancing secondary education through gamification and Bloom’s taxonomy
Evaluating game-based teaching systems in economics courses
Integrating video-game music into Electone pedagogy in China
Embedded System Design Student’s Learning Readiness Instruments
Performance Over Enjoyment? Effect of Game-Based Learning on Learning Outcome and Flow Experience
Who wants to be a millionaire? A game-based approach to enhancing engagement and teamwork in immunology education
Understanding professional development challenges of Chinese public health professionals
The Legends of Elendor
Game On, Reflection On
The Impact of Game-Based Learning on Motivation, Self-Efficacy, and Academic Achievement in the Natural Sciences
The Impact of In-Classroom Non-Digital Game-Based Learning Activities on Students Transitioning to Higher Education
A Virtual Reality Laboratory for Blended Learning Education
Assessing EFL Students’ Performance and Self-Efficacy Using a Game-Based Learning Approach
Is GBL Good for Teachers? A Game for Teachers on How to Foster Students’ Self-Regulated Learning
Media Education through Digital Games
Solving the Chemistry Puzzle—A Review on the Application of Escape-Room-Style Puzzles in Undergraduate Chemistry Teaching
Using a Cooperative Educational Game to Promote Pro-Environmental Engagement in Future Teachers
Transformación de las normas sociales de aula. Evaluación formativa de una intervención basada en juegos
Unlocking Continuous Engagement in AI-Driven Education
Factors Influencing User Engagement and Usage Behavior in Digital Museums
A Bibliometric Analysis of Studies on Educational Games
Dive in the flow experience
The impact of learning supports in digital game-based learning on learners with different levels of prior knowledge
Applying cross-modal plasticity principles in auditory training applications
Linking students’ emotions to engagement and writing performance when learning Japanese letters with a pen-based tablet
The effect of challenge-based gamification on learning
Gamification of virtual reality assembly training
The development and validation of the Immersion Experience Questionnaire Short Form (IEQ-SF)
An exploratory study of the relationship between objective game difficulty and subjective game difficulty
Digital learning in early childhood
JEM Inventor
Enhancing motivation and academic performance through gamified digital game-based learning methodology using the ARCS model
Investigating primary school students’ epistemic beliefs in augmented reality-based inquiry learning
Gamification educational technology to detect patterns of conceptual change
The evaluation of a scaffolding-based augmented reality educational board game with competition-oriented and collaboration-oriented mechanisms
Examining factors influencing e-learning engagement among university students during covid-19 pandemic
The effect of augmented reality-based serious game on traditional pattern learning
Evaluating Minecraft as a game-based metaverse platform
Growth-mindset intervention effects and the relationship of mindset, hope belief, and self-efficacy during creativity game-based learning
Exploring the motivational factors and learning outcomes of Virtual Reality educational games for middle school students
Learning by designing or learning by playing? A comparative study of the effects of game-based learning on learning motivation and on short-term and long-term conversational gains
Effects of integrating peer assessment with electromechanical game-based learning on enhancing AI learning and computational thinking of undergraduates
Exploring the Relationships Among Middle School Students’ Peer Interactions, Task Efficiency, and Learning Engagement in Game-Based Learning
Development and Validity of a Serious Game (VirtualTer) for Postural Balance Rehabilitation in Older Adults
Studying the Use of Virtual Reality Learning Environments to Engage School Children in Safe Cycling Education
The Effect of Serious Games on Medical Students’ Motivation, Flow and Learning
The Learning Process in Live-Action Simulation Games
Designing Game-Based Writing Projects to Foster Critical Ethical Reasoning in the English Classroom
High School Students’ Motivation to Learn Climate Change Science through Educational Computer Games
How Hard Is It Really? Assessing Game-Task Difficulty Through Real-Time Measures of Performance and Cognitive Load
Engagement in educational games and quality of life in early and middle childhood
Exploring gamification in cognitive training
Home safety hero
Do badges increase user activity? A field experiment on the effects of gamification
Scaffolding game-based learning
Student engagement in high school classrooms from the perspective of flow theory.
Assessing the effects of gamification in the classroom
A systematic literature review of empirical evidence on computer games and serious games
Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification
A Partial Least Squares Latent Variable Modeling Approach for Measuring Interaction Effects
Multivariate Data Analysis.
Demographic differences in perceived benefits from gamification
The role of cognitive engagement in classroom learning and motivation
The effects of game strategy and preference‐matching on flow experience and programming performance in game‐based learning
Specification, evaluation, and interpretation of structural equation models
Why do people use gamification services?
Gamifying learning experiences
Common method biases in behavioral research
Evaluating Structural Equation Models with Unobservable Variables and Measurement Error
Motivation reconsidered
School Engagement
Motivations for Play in Online Games
Quality and equality in intellectual development
Structural equation modeling in practice
The ecology of human development
Becoming Adult
Effects of fantasy contexts on children's learning and motivation
An Introduction to the Five-Factor Model and Its Applications
Shallow Gamification
Practical Issues in Structural Modeling
| Unique citing works | 217 |
|---|---|
| Citations per year | 21,7 |
| Citation span | 2016 - 2026 (11) |
| Citation velocity | current |
| Highly cited | Yes |
| Citation types | Neutral: 200 |