The DOI matches its Crossref record; 7 of the 7 references it cites were found in a registry or an index.
The effects of modern mathematics computer games on mathematics achievement and class motivation
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Citations
Cites
Development and use of the ARCS model of instructional design
Keller, J. M. (1987) · Journal of Instructional Development · doi:10.1007/bf02905780 · Cited by 2,332
Papastergiou, M. (2009) · Computers & Education · doi:10.1016/j.compedu.2008.06.004 · Cited by 1,689
Rosas, R., Nussbaum, M., Cumsille, P., Marianov, V., Correa, M., Flores, P., Grau, V., Lagos, F., López, X., López, V., et al. (2003) · Computers & Education · doi:10.1016/s0360-1315(02)00099-4 · Cited by 699 · cited 12×
“, 2006), intrinsic motivation (Cameron & Dwyer, 2005; Rosas et al., 2003), and experiential theory with Kolb's learning cycle (Egenfeldt-Nielsen, 2005; Garris, Ahlers, & Driskell, 2002; Isaacs & Senge, 1992; Kiili, 2005; Lainema, 2003).”
BackgroundMethodResultInfluentialOn choosing a test statistic in multivariate analysis of variance
Olson, C. L. (1976) · Psychological Bulletin · doi:10.1037/0033-2909.83.4.579 · Cited by 649 · cited 1×
“Therefore to report the MANCOVA results, the results of Pillai's Trace test, which is the most robust of the multivariate tests in face of the assumption violation (Olson, 1976) were used.”
MethodOnline Vocabulary Games as a Tool for Teaching and Learning English Vocabulary
Yip, F. W. M., & Kwan, A. C. M. (2006) · Educational Media International · doi:10.1080/09523980600641445 · Cited by 278
Content Creation Challenges and Flow Experience in Educational Games: The IT-Emperor Case
Kiili, K. (2005) · The Internet and Higher Education · doi:10.1016/j.iheduc.2005.06.001 · Cited by 202
KM Quest: A Collaborative Internet-Based Simulation Game
Leemkuil, H., de Jong, T., de Hoog, R., & Christoph, N. (2003) · Simulation & Gaming · doi:10.1177/1046878102250605 · Cited by 125
Cited by
Merchant, Z., Goetz, E. T., Cifuentes, L., Keeney-Kennicutt, W., & Davis, T. J. (2014) · Computers & Education · doi:10.1016/j.compedu.2013.07.033 · Cited by 2,109
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
Digital Games, Design, and Learning: A Systematic Review and Meta-Analysis
Clark, D. B., Tanner-Smith, E. E., & Killingsworth, S. S. (2016) · Review of Educational Research · doi:10.3102/0034654315582065 · Cited by 1,274
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
Gameplay Engagement and Learning in Game-Based Learning: A Systematic Review
Abdul Jabbar, A. I., & Felicia, P. (2015) · Review of Educational Research · doi:10.3102/0034654315577210 · Cited by 576
Metadata
- Authors
- Kebritchi, M., Hirumi, A., & Bai, H.
- Venue
- Computers & Education
- Publisher
- Elsevier BV
- Published
- 2010-09
- Volume
- 55
- Issue
- 2
- Pages
- 427-443
- ISSN
- 0360-1315 (ISSN-L)
- OpenAlex
- W2134778201
- Cited by
- 647
- References
- 7
- FWCI
- 51.66
- Type
- journal article
- Language
- en
- Open access
- green
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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.