The DOI matches its Crossref record; 8 of the 8 references it cites were found in a registry or an index.
A meta-analysis with examination of moderators of student cognition, affect, and learning outcomes while using serious educational games, serious games, and simulations
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Citations
Cites
Self-efficacy: Toward a unifying theory of behavioral change
Bandura, A. (1977) · Psychological Review · doi:10.1037/0033-295x.84.2.191 · Cited by 43,925
Self-efficacy mechanism in human agency
Bandura, A. (1982) · American Psychologist · doi:10.1037/0003-066x.37.2.122 · Cited by 15,975
Duval, S., & Tweedie, R. (2000) · Biometrics · doi:10.1111/j.0006-341x.2000.00455.x · Cited by 14,099
Organizing and the process of sensemaking
Weick, K. E., Sutcliffe, K. M., & Obstfeld, D. (2005) · Organization Science · doi:10.1287/orsc.1050.0133 · Cited by 6,943
Chiesa, A., Calati, R., & Serretti, A. (2011) · Clinical Psychology Review · doi:10.1016/j.cpr.2010.11.003 · Cited by 1,295
A Meta-Analysis of Three Types of Interaction Treatments in Distance Education
Bernard, R. M., Abrami, P. C., Borokhovski, E., Wade, C. A., Tamim, R. M., Surkes, M. A., & Bethel, E. C. (2009) · Review of Educational Research · doi:10.3102/0034654309333844 · Cited by 1,171
Encyclopedia of the Sciences of Learning
(2012) · doi:10.1007/978-1-4419-1428-6 · Cited by 1,091
Genre and Game Studies: Toward a Critical Approach to Video Game Genres
Apperley, T. H. (2006) · Simulation & Gaming · doi:10.1177/1046878105282278 · Cited by 520
Cited by
A Meta-Analysis of Use of Serious Games in Education over a Decade
Zhonggen, Y. (2019) · International Journal of Computer Games Technology · doi:10.1155/2019/4797032 · Cited by 560
Ng, D. T. K., Wu, W., Leung, J. K. L., Chiu, T. K. F., & Chu, S. K. W. (2024) · British Journal of Educational Technology · doi:10.1111/bjet.13411 · Cited by 390
Effects of digital game-based STEM education on students’ learning achievement: a meta-analysis
Wang, L.-H., Chen, B., Hwang, G.-J., Guan, J.-Q., & Wang, Y.-Q. (2022) · International Journal of STEM Education · doi:10.1186/s40594-022-00344-0 · Cited by 316
“Lamb et al. (2018) found that different game types increased students’ achievement, cognition, and affect.”
BackgroundSanders, T., Noetel, M., Parker, P., Del Pozo Cruz, B., Biddle, S., Ronto, R., Hulteen, R., Parker, R., Thomas, G., De Cocker, K., et al. (2023) · Nature Human Behaviour · doi:10.1038/s41562-023-01712-8 · Cited by 148
Effects of digital games on student motivation in mathematics: A meta‐analysis in K‐12
Fadda, D., Pellegrini, M., Vivanet, G., & Zandonella Callegher, C. (2022) · Journal of Computer Assisted Learning · doi:10.1111/jcal.12618 · Cited by 135
Metadata
- Authors
- Lamb, R. L., Annetta, L., Firestone, J., & Etopio, E.
- Venue
- Computers in Human Behavior
- Publisher
- Elsevier BV
- Published
- 2018-03
- Volume
- 80
- Pages
- 158-167
- ISSN
- 0747-5632 (ISSN-L)
- OpenAlex
- W2767006437
- Cited by
- 351
- References
- 8
- FWCI
- 4.43
- Type
- journal article
- Language
- en
- Open access
- closed
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- CoChat. (2026). Citation check: A meta-analysis with examination of moderators of student cognition, affect, and learning outcomes while using serious educational games, serious games, and simulations. https://app.cochat.ai/papers/10.1016/j.chb.2017.10.040
- The paper
- Lamb, R. L., Annetta, L., Firestone, J., & Etopio, E. (2018). A meta-analysis with examination of moderators of student cognition, affect, and learning outcomes while using serious educational games, serious games, and simulations. Computers in Human Behavior. https://doi.org/10.1016/j.chb.2017.10.040
Data sources
Bibliographic data: Semantic Scholar, OpenAlex, Crossref.
Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.