Content Creation Challenges and Flow Experience in Educational Games: The IT-Emperor Case
Integrity signals
Registry
Cites
Statistics
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?
Previous research on the motivational effect of DBL for STEM-learning supports this.
“This is line with previous research on the motivational effect of DBL for STEM-learning [7,39,40].”
From Students as Designers of Augmented Reality: Impact on Learning and Motivation in Computer Science (2021) · cites this paper as [40]
Cites
Critical Inquiry in a Text-Based Environment: Computer Conferencing in Higher Education
Garrison, D. R., Anderson, T., & Archer, W. (1999) · The Internet and Higher Education · doi:10.1016/s1096-7516(00)00016-6 · Cited by 6,619 · see citing works
Digital game-based learning: Towards an experiential gaming model
Kiili, K. (2005) · The Internet and Higher Education · doi:10.1016/j.iheduc.2004.12.001 · Cited by 1,457 · see citing works
Self-citation
Flagged first, then by citations
Cited by
Sorted by citations
A Qualitative Meta-Analysis of Computer Games as Learning Tools
Ke, F. (2009) · Handbook of Research on Effective Electronic Gaming in Education · doi:10.4018/978-1-59904-808-6.ch001 · Cited by 362 · see citing works
Liaw, S. Y., Tan, J. Z., Lim, S., Zhou, W., Yap, J., Ratan, R., Ooi, S. L., Wong, S. J., Seah, B., & Chua, W. L. (2023) · Nurse Education Today · doi:10.1016/j.nedt.2023.105718 · Cited by 223 · see citing works
Feigerlova, E., Hani, H., & Hothersall-Davies, E. (2025) · BMC Medical Education · doi:10.1186/s12909-025-06719-5 · Cited by 166 · see citing works
Liaw, S. Y., Tan, J. Z., Bin Rusli, K. D., Ratan, R., Zhou, W., Lim, S., Lau, T. C., Seah, B., & Chua, W. L. (2023) · Journal of Medical Internet Research · doi:10.2196/47748 · Cited by 87 · see citing works
Students as Designers of Augmented Reality: Impact on Learning and Motivation in Computer Science
Buchner, J., & Kerres, M. (2021) · Multimodal Technologies and Interaction · doi:10.3390/mti5080041 · Cited by 23 · see citing works
- Authors
- Kiili, K.
- Affiliations
- Tampere University of Technology (FI)
- Corresponding author
- Kiili, K.
- ORCID
- Kiili, K.
- Venue
- The Internet and Higher Education
- Publisher
- Elsevier BV
- Published
- 2005-07
- Volume
- 8
- Issue
- 3
- Pages
- 183-198
- ISSN
- 1096-7516 (ISSN-L)
- OpenAlex
- W2020535884
- Cited by
- 202
- References
- 2
- Citations by year
- 2026: 4 · 2025: 5 · 2024: 10 · 2023: 10 · 2022: 15 · 2021: 8 · 2020: 12 · 2019: 10 · 2018: 13 · 2017: 10 · 2016: 15 · 2015: 17 · 2014: 9 · 2013: 9 · 2012: 7
- FWCI
- 7.15
- 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 › Psychology › Developmental and Educational Psychology › Flow Experience in Various Fields
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Keywords
- game-based learning, flow experience, usability, university students, online courses
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