The DOI matches its Crossref record; 5 of the 5 references it cites were found in a registry or an index.
Not just fun, but serious strategies: Using meta-cognitive strategies in game-based learning
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Citations
Cites
Metacognition and cognitive monitoring: A new area of cognitive–developmental inquiry
Flavell, J. H. (1979) · American Psychologist · doi:10.1037/0003-066x.34.10.906 · Cited by 11,282 · cited 1×
“Flavell (1979) proposed a formal model of meta-cognitive monitoring to include four classes of phenomena and their relationships.”
MethodWhat Video Games Have to Teach Us about Learning and Literacy
(2004) · Education + Training · doi:10.1108/et.2004.00446dae.002 · Cited by 6,674
Problem solving and behavior modification.
D'Zurilla, T. J., & Goldfried, M. R. (1971) · Journal of Abnormal Psychology · doi:10.1037/h0031360 · Cited by 2,257
Digital game-based learning: Towards an experiential gaming model
Kiili, K. (2005) · The Internet and Higher Education · doi:10.1016/j.iheduc.2004.12.001 · Cited by 1,457
Two ways to elaborate Vygotsky's concept of mediation
Karpov, Y. V., & Haywood, H. C. (1998) · American Psychologist · doi:10.1037/0003-066x.53.1.27 · Cited by 186 · cited 3×
“Karpov and Haywood (1998) said that Vygotsky’s writings suggest meta-cognitive mediation and cognitive mediation as the mechanism of children’s learning and development. Among them, meta-cognitive mediation refers to the acquisition of semiotic tools of self-regulation. Karpov and Haywood discussed about ‘‘guided disc…”
BackgroundInfluential
Cited by
A meta-analysis of the cognitive and motivational effects of serious games.
Wouters, P., van Nimwegen, C., van Oostendorp, H., & van der Spek, E. D. (2013) · Journal of Educational Psychology · doi:10.1037/a0031311 · Cited by 1,864
Boyle, E. A., Hainey, T., Connolly, T. M., Gray, G., Earp, J., Ott, M., Lim, T., Ninaus, M., Ribeiro, C., & Pereira, J. (2016) · Computers & Education · doi:10.1016/j.compedu.2015.11.003 · Cited by 1,133
Game-based Learning and 21st century skills: A review of recent research
Qian, M., & Clark, K. R. (2016) · Computers in Human Behavior · doi:10.1016/j.chb.2016.05.023 · Cited by 1,111
Mapping learning and game mechanics for serious games analysis
Arnab, S., Lim, T., Carvalho, M. B., Bellotti, F., de Freitas, S., Louchart, S., Suttie, N., Berta, R., & De Gloria, A. (2015) · British Journal of Educational Technology · doi:10.1111/bjet.12113 · Cited by 845
Hwang, G.-J., Yang, L.-H., & Wang, S.-Y. (2013) · Computers & Education · doi:10.1016/j.compedu.2013.07.008 · Cited by 629
Metadata
- Authors
- Kim, B., Park, H., & Baek, Y.
- Venue
- Computers & Education
- Publisher
- Elsevier BV
- Published
- 2009-05
- Volume
- 52
- Issue
- 4
- Pages
- 800-810
- ISSN
- 0360-1315 (ISSN-L)
- OpenAlex
- W2051997939
- Cited by
- 479
- References
- 5
- FWCI
- 40.94
- Type
- journal article
- Language
- en
- Open access
- closed
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- Kim, B., Park, H., & Baek, Y. (2009). Not just fun, but serious strategies: Using meta-cognitive strategies in game-based learning. Computers & Education. https://doi.org/10.1016/j.compedu.2008.12.004
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.