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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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).”
Background
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
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