2003
DOI: 10.1016/s0953-5438(03)00006-7
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Using ‘tangibles’ to promote novel forms of playful learning

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Cited by 256 publications
(146 citation statements)
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References 7 publications
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“…Several aspects of motivation have been examined such as motivational diagnosis (de Vincente & Pain, 2002) or instructional planning to increase motivation (Matsubara & Nagamachi, 1996). Price et al (2003) and Virvou & Katsionis (2008) used a similar approach to evaluate likeability. In the Price et al (2003) game, an important clue for the assessment of excitement and engagement of players was their desire to continue interacting and playing.…”
Section: Learning Outcomesmentioning
confidence: 99%
See 1 more Smart Citation
“…Several aspects of motivation have been examined such as motivational diagnosis (de Vincente & Pain, 2002) or instructional planning to increase motivation (Matsubara & Nagamachi, 1996). Price et al (2003) and Virvou & Katsionis (2008) used a similar approach to evaluate likeability. In the Price et al (2003) game, an important clue for the assessment of excitement and engagement of players was their desire to continue interacting and playing.…”
Section: Learning Outcomesmentioning
confidence: 99%
“…Price et al (2003) and Virvou & Katsionis (2008) used a similar approach to evaluate likeability. In the Price et al (2003) game, an important clue for the assessment of excitement and engagement of players was their desire to continue interacting and playing. In our case, 96% of children indicated that they would like to play with the iPhone game again.…”
Section: Learning Outcomesmentioning
confidence: 99%
“…Being actively engaged in a learning activity has repeatedly been shown to be beneficial for learning (Price, Rogers, Scaife, Stanton, & Neale, 2003). Engagement comprises cognitive engagement, which involves attention to the activity and concentration and promotes "useful" learning (Stoney & Oliver, 1999).…”
Section: Engagement and Achievementmentioning
confidence: 99%
“…It also stimulated the children readily to share their experiences with each other after the game (see Price et al, 2003).…”
Section: The Gamementioning
confidence: 99%