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
Overview
Integrity signals
Registry
Cites
Statistics
Verification
Claims the paper makes
Claims other papers make about this one
Each is checked against this paper’s own text: does it say what the citing paper says it does?
In the citing paper
“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
Cites
(1983) · Cited by 33,192
Vygotsky, L. S. (1964) · Bulletin of the Orton Society · doi:10.1007/bf02928399 · Cited by 20,704
The magical number seven, plus or minus two: Some limits on our capacity for processing information.
Miller, G. A. (1956) · Psychological Review · doi:10.1037/h0043158 · Cited by 17,812
The magical number seven, plus or minus two: Some limits on our capacity for processing information.
Miller, G. A. (1994) · Psychological Review · doi:10.1037/0033-295x.101.2.343 · Cited by 17,559
Flow: the psychology of optimal experience
(1990) · Choice Reviews Online · doi:10.5860/choice.28-0597 · Cited by 12,654
Flow: The Psychology of Optimal Experience
Buchanan, R., & Csíkszentmihályi, M. (1991) · Design Issues · doi:10.2307/1511458 · Cited by 9,449
Cognitive Architecture and Instructional Design
Sweller, J., van Merrienboer, J. J. G., & Paas, F. G. W. C. (1998) · Educational Psychology Review · doi:10.1023/a:1022193728205 · Cited by 6,023
Marketing in Hypermedia Computer-Mediated Environments: Conceptual Foundations
Hoffman, D. L., & Novak, T. P. (1996) · Journal of Marketing · doi:10.2307/1251841 · Cited by 5,740
Csíkszentmihályi, M. (1975) · Cited by 5,690
Cognitive load theory, learning difficulty, and instructional design
Sweller, J. (1994) · Learning and Instruction · doi:10.1016/0959-4752(94)90003-5 · Cited by 3,801 · cited 1×
“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).”
BackgroundCritical thinking, cognitive presence, and computer conferencing in distance education
Garrison, D. R., Anderson, T., & Archer, W. (2001) · American Journal of Distance Education · doi:10.1080/08923640109527071 · Cited by 3,044
Tatnall, A. (2020) · Encyclopedia of Education and Information Technologies · doi:10.1007/978-3-030-10576-1_300187 · Cited by 2,893
Handbook of Research on Educational Communications and Technology
(2013) · Routledge eBooks · doi:10.4324/9781410609519 · Cited by 2,744
The children's machine: rethinking school in the age of the computer
(1993) · Choice Reviews Online · doi:10.5860/choice.31-1648 · Cited by 1,955
Creative cognition: theory, research, and applications
(1993) · Choice Reviews Online · doi:10.5860/choice.30-5870 · Cited by 1,766
Things That Make Us Smart: Defending Human Attributes in the Age of the Machine
Robinson, R., & Norman, D. (1994) · Design Issues · doi:10.2307/1511661 · Cited by 1,528
Bruner, J. S. (2006) · Routledge eBooks · doi:10.4324/9780203088609-13 · Cited by 1,478
Handbook of Research on Educational Communications and Technology
(2014) · doi:10.1007/978-1-4614-3185-5 · Cited by 1,475
The Good, the Bad, and the Ugly: The Many Faces of Constructivism
Phillips, D. C. (1995) · Educational Researcher · doi:10.3102/0013189x024007005 · Cited by 1,330
The dimensionality and correlates of flow in human-computer interactions
Webster, J., Treviño, L. K., & Ryan, L. (1993) · Computers in Human Behavior · doi:10.1016/0747-5632(93)90032-n · Cited by 1,103
Cognitive load theory: implications of cognitive load theory on the design of learning
Kirschner, P. A. (2002) · Learning and Instruction · doi:10.1016/s0959-4752(01)00014-7 · Cited by 917
Aleven, V. A. W. M. M., & Koedinger, K. R. (2002) · Cognitive Science · doi:10.1207/s15516709cog2602_1 · Cited by 895
Aids to computer-based multimedia learning
Mayer, R. E., & Moreno, R. (2002) · Learning and Instruction · doi:10.1016/s0959-4752(01)00018-4 · Cited by 801
Filho, W. L. (2019) · Springer eBooks · doi:10.1007/978-3-030-11352-0_300076 · Cited by 658
Skadberg, Y. X., & Kimmel, J. R. (2003) · Computers in Human Behavior · doi:10.1016/s0747-5632(03)00050-5 · Cited by 595
When two sensory modes are better than one.
Tindall-Ford, S., Chandler, P., & Sweller, J. (1997) · Journal of Experimental Psychology: Applied · doi:10.1037/1076-898x.3.4.257 · Cited by 559
Andrew Rollings and Ernest Adams on Game Design
Rollings, A., & Adams, E. (2003) · Cited by 524
Optimal experience of Web activities
Chen, H., Wigand, R. T., & Nilan, M. S. (1999) · Computers in Human Behavior · doi:10.1016/s0747-5632(99)00038-2 · Cited by 474
Schools for thought: a science of learning in the classroom
(1993) · Choice Reviews Online · doi:10.5860/choice.31-1642 · Cited by 454
Managing cognitive load—recent trends in cognitive load theory
Bannert, M. (2002) · Learning and Instruction · doi:10.1016/s0959-4752(01)00021-4 · Cited by 294
A person–artefact–task (PAT) model of flow antecedents in computer-mediated environments
Finneran, C. M., & Zhang, P. (2003) · International Journal of Human-Computer Studies · doi:10.1016/s1071-5819(03)00112-5 · Cited by 284
Educational game models: conceptualization and evaluation
Amory, A., & Seagram, R. (2004) · South African Journal of Higher Education · doi:10.4314/sajhe.v17i2.25314 · Cited by 177
The demand-driven learning model: A framework for Web-based learning
MacDonald, C., Stodel, E., Farres, L. G., Breithaupt, K., & Gabriel, M. A. (2001) · Internet and Higher Education · doi:10.1016/s1096-7516(01)00045-8 · Cited by 174
Fromm, E. (1959) · Cited by 171
I Have No Words & I Must Design: Toward a Critical Vocabulary for Games.
Costikyan, G. (2002) · Computer Games · Cited by 170
Flow in human-computer interactions: test of a model
Ghani, J. A. (1995) · Ablex Publishing Corp. eBooks · Cited by 166
Overcoming limits to learning in computer-based learning environments
Isaacs, W., & Senge, P. M. (1992) · European Journal of Operational Research · doi:10.1016/0377-2217(92)90014-z · Cited by 120
From Constructivism to a Pragmatist Conception of Learning
Kivinen, O., & Ristelä, P. (2003) · Oxford Review of Education · doi:10.1080/03054980307442 · Cited by 99
Holyoak, K. J. (1990) · Cited by 94
Reflection on-line or off-line: the role of learning technologies in encouraging students to reflect
Seale, J., & Cann, A. J. (2000) · Computers & Education · doi:10.1016/s0360-1315(99)00052-4 · Cited by 83
THE RELATIONSHIP BETWEEN WELL-STRUCTURED AND ILL-STRUCTURED PROBLEM SOLVING IN MULTIMEDIA SIMULATION
Hong, N. S. (1998) · Cited by 43
Lainema, T. (2014) · UTUPub (University of Turku) · Cited by 37
Designing for Flow in a Complex Activity
Pearce, J. M., & Howard, S. (2004) · Lecture notes in computer science · doi:10.1007/978-3-540-27795-8_35 · Cited by 29
The backward elimination of errors in mental maze learning.
Peterson, J. (1920) · Journal of Experimental Psychology · doi:10.1037/h0072487 · Cited by 29
Game Design for Imaginative Conceptualisation
Englyst, L. (2003) · Cited by 9
Students' problem solving in the LEGO/Logo learning environment
Suomala, J. (1999) · Jyväskylä University Digital Archive (University of Jyväskylä) · Cited by 9
Learning with Technology: Cognitive Tools in Multimedia Learning Materials
Kiili, K. J. M. (2004) · EdMedia: World Conference on Educational Media and Technology · Cited by 8
Self-citationDesigning Effective Stories for Educational Games.
Seagram, R., & Amory, A. (2004) · EdMedia: World Conference on Educational Media and Technology · Cited by 5
Investigating a multimodal solution for improving force feedback generated textures
McGee, M. R. (2002) · OpenGrey (Institut de l'Information Scientifique et Technique) · Cited by 4
Yuen, T. T., Toprac, P., Steele, H., & Reimer, T. (2004) · EdMedia: World Conference on Educational Media and Technology · Cited by 2
Research works printed but not linked: 1
- Ketamo, H. (2002). User and platform adaptation in Web-based learning environments, PhD thesis, Tampere University of Technology.
Cited by
Sorted by citations
Investigating the determinants and age and gender differences in the acceptance of mobile learning
Wang, Y., Wu, M., & Wang, H. (2008) · British Journal of Educational Technology · doi:10.1111/j.1467-8535.2007.00809.x · Cited by 1,308
Susi, T., Johannesson, M. P., & Backlund, P. (2007) · University Library of Skövde (University of Skövde) · Cited by 942
EGameFlow: A scale to measure learners’ enjoyment of e-learning games
Fu, F.-L., Su, R.-C., & Yu, S.-C. (2008) · Computers & Education · doi:10.1016/j.compedu.2008.07.004 · Cited by 772
Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies
Girard, C., Écalle, J., & Magnan, A. (2012) · Journal of Computer Assisted Learning · doi:10.1111/j.1365-2729.2012.00489.x · Cited by 738
A review of immersive virtual reality serious games to enhance learning and training
Checa, D., & Bustillo, A. (2019) · Multimedia Tools and Applications · doi:10.1007/s11042-019-08348-9 · Cited by 721
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
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.
What counts as a claim ›How we measure confidence ›How we check this ›
Are you an author, or do you see a problem with this page? Request a review