The DOI matches its Crossref record; 50 of the 53 references it cites were found in a registry or an index.
Digital game-based learning: Towards an experiential gaming model
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“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
In the citing paper
“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
Citations
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“The limited capacity assumption refers to the cognitive load theory stressing that the working memory capacity limits the amount of information that can be processed in each channel at one time (Sweller, 1994; Tindall-Ford, Chandler, & Sweller, 1997).”
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- Ketamo, H. (2002). User and platform adaptation in Web-based learning environments, PhD thesis, Tampere University of Technology.
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Metadata
- 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
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