ArticleFrontiers in psychology2021
The Effect of Digital Game-Based Learning on Learning Motivation and Performance Under Social Cognitive Theory and Entrepreneurial Thinking.
Article in Frontiers in psychology, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 8 papers, 1 of them a synthesis that pooled it.
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Who cites it
8 citing papers in PubMed, 1 synthesis or guideline pooled it, 65 citations in OpenAlex.
- Exploring the Effectiveness of Gamification in Food Safety Training: A Systematic Review.Journal of food science · 2026Pooled it
- Exploring EFL primary school teachers' behavioral intention towards digital game-based learning.PloS one · 2026Article
- Status and influencing factors of spiritual climate among oncology nurses: a cross-sectional study.Frontiers in psychology · 2026Article
- Beyond the screen: a social cognitive theory perspective on gender, online gaming, and social well-being in Jordan.Italian journal of pediatrics · 2025Article
- Article
- Creation and verification of a predictive nomogram model for the incidence of social isolation among China's older population.Frontiers in public health · 2025Article
- Engaging students through activity-based bingo games in immunology course: Determining students' perception and measuring its influence on academic performance.Journal of education and health promotion · 2024Article
- Influence of competitive attitude and self-efficacy on task motivation in vocational high school students: the moderating role of competitive environment in the context of 'Lying Flat' culture.Frontiers in psychology · 2024Article
Corrections and comments
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Authors and funding
2 authors at 1 institution in 1 country.
Funding
No grant is acknowledged in the PubMed record.
Abstract
This study aims to investigate the effects of students' learning motivation and learning performance in a digital game-based learning setting and the structure of competition. This study uses Social Cognitive Theory, which emphasizes the bidirectional effects between personal factors, environmental factors, and behavior. We use the emotional state as the personal factor, social support as the environmental factor, learning performance as behavior. We also use self-efficacy and learning motivation as the mediating factors in the model. Data samples were collected from approximately 600 students in junior high schools in Taiwan. The students learned
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Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.