Digital game-based learning: Towards an experiential gaming model
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Consistent with the Experiential Gaming Model, the findings emphasise the importance of GSRSs, like games, for generation and testing of ideas during problem-solving, monitoring one's knowledge through feedback and discussion, and encoding and storing this knowledge for future use.
“Consistent with Experiential Gaming Model (Kiili 2005), these findings further emphasise the importance of GSRSs, like games, for generation and testing of ideas during problem-solving, monitoring one's knowledge through feedback and discussion, and encoding and storing this knowledge for future use (e.g.Ke 2009;Papastergiou 2009).”
From Students’ perception of Kahoot!’s influence on teaching and learning (2018) · cites this paper as Kiili 2005
The findings somewhat contradict the idea that students only learn through trial and error when using GSRSs.
“These findings also somewhat contradict the idea that students only learn through trial and error when using GSRSs (Kiili 2005).”
From Students’ perception of Kahoot!’s influence on teaching and learning (2018) · cites this paper as Kiili 2005
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Gender differences in the perception and acceptance of online games
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A Mobile Game-based Insect Learning System for Improving the Learning Achievements
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The effectiveness of digital game-based vocabulary learning: A framework-based view of meta-analysis
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EEG-Based Affect and Workload Recognition in a Virtual Driving Environment for ASD Intervention
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Effects of digital game-based learning on achievement, flow and overall cognitive load
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The Impact of a Serious Game on Vocabulary and Content Learning
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- Authors
- Kiili, K.
- Affiliations
- Tampere University of Technology (FI)
- Corresponding author
- Kiili, Kristian
- ORCID
- Kiili, Kristian
- Venue
- The Internet and Higher Education
- Publisher
- Elsevier BV
- Published
- 2005-01
- Volume
- 8
- Issue
- 1
- Pages
- 13-24
- ISSN
- 1096-7516 (ISSN-L)
- OpenAlex
- W1967575742
- Cited by
- 1,457
- References
- 53
- Citations by year
- 2026: 60 · 2025: 70 · 2024: 74 · 2023: 89 · 2022: 78 · 2021: 107 · 2020: 96 · 2019: 103 · 2018: 96 · 2017: 82 · 2016: 77 · 2015: 95 · 2014: 78 · 2013: 75 · 2012: 72
- FWCI
- 28.76
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- The Internet and Higher Education (publishedVersion)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Social Sciences › Psychology › Developmental and Educational Psychology › Flow Experience in Various Fields
- Keywords
- digital game-based learning, game-based learning, experiential learning theory, flow theory, game design, immediate feedback, user experience, game design framework
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
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