Games, Motivation, and Learning: A Research and Practice Model
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Summary
An input-processoutput model of instructional games and learning is presented that elaborates the key features of games that are of interest from an instructional perspective; the game cycle of user judgments, behavior, and feedback that is a hallmark of engagement in game play; and the types of learning outcomes that can be achieved.
- Type
- article
- Published
- 2002-12-01
- Cited by
- 3,333
- References
- 116
- OpenAlex
- https://openalex.org/W2128783070
- Semantic Scholar
- https://api.semanticscholar.org/CorpusID:15319013
Keywords
Game mechanics, Perspective (graphical), Computer science, Instructional design, Turns, rounds and time-keeping systems in games
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- An Investigation Into The Use Of E-Learning Resources Within An Environmental Context For Schools
- Healthcare DSS: Perceived Effectiveness and Company Performance
- Network Structure and Centrallity: A Simualtion Experiment
- Game-Based Training Effectiveness Evaluation in an Operational Setting
- Educational video game effects upon mathematics achievement and motivation scores: An experimental study examining differences between the sexes
- Levels in Games for Health
- Using a serious game to complement CPR instruction in a nurse faculty
- Serious games in formal education: Discussing some critical aspects
- Combining face-to-face learning with online learning in Virtual Worlds
- The Effectiveness of Instructional Games: A Literature Review and Discussion
- Exploiting student intervention system using data mining
- Mobile Game-Based Learning (mGBL) Engineering Model
- Assessment in Game-Based Learning: Foundations, Innovations, and Perspectives
- Predicting Intrinsic Motivation.
- Rethinking Fantasy as a Contributor to Intrinsic Motivation in Digital Gameplay
- Integrating technology in the curriculum for enhanced learning : a comparative study in England and North Cyprus
- Digital Games as Tools for Designing and Implementing Pedagogical Innovations: A Review of Literature
- Content analysis of advergames in food and beverage brand websites aimed at children: immersive marketing practices in scoring systems of advergames
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