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Serious gaming in women’s health care
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Serious gaming in women’s health care (2011)Serious gaming in women’s health careEducational games for health professionals (2013)Educational games for health …Video Games in Health Care: Closing the Gap (2010)Video Games in Health Care: C…The effect of educational games on medical students’ learning outcomes: A systematic review: BEME Guide No 14 (2010)The effect of educational gam…Serious gaming technology in major incident triage training: A pragmatic controlled trial (2010)Serious gaming technology in …Medical student attitudes toward video games and related new media technologies in medical education (2010)Medical student attitudes tow…Evaluating Training Programs : The Four Levels (2009)Evaluating Training Programs …The Cultural Nature of Human Development (2007)The Cultural Nature of Human …Serious Games : An Overview (2007)Serious Games : An OverviewDon't bother me, Mom, I'm learning! (2006)Don't bother me, Mom, I'm lea…Situated Language and Learning: A Critique of Traditional Schooling (2004)Situated Language and Learnin…The cultural nature of human development (2003)The cultural nature of human …Squire’s Quest! (2003)Squire’s Quest!HARNESSING THE POWER OF GAMES IN EDUCATION (2003)HARNESSING THE POWER OF GAMES…Multimedia learning: Are we asking the right questions? (1997)Multimedia learning: Are we a…Educational video game for juvenile diabetes: results of a controlled trial (1997)Educational video game for ju…The Modern practice of adult education : andragogy versus pedagogy / (1970)The Modern practice of adult …Mental Models (1983)Mental Representations: A Dual Coding Approach (1986)Working Memory (1992)Cognitive principles of multimedia learning: The role of modality and contiguity. (1999)The promise of multimedia learning: using the same instructional design methods across different media (2003)Cognitive Theory of Multimedia Learning (2005)The file drawer problem and tolerance for null results. (1979)Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games (1996)Beyond Nintendo: design and assessment of educational video games for first and second grade students (2002)The “I's” Have It: A Framework for Serious Educational Game Design (2010)A meta-analysis of serious digital games for healthy lifestyle promotion (2014)Healthy play, better coping: The importance of play for the development of children in health and disease (2018)Digital game-based learning: Towards an experiential gaming model (2005)Serious Games: Games That Educate, Train, and Inform (2005)Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. (2006)Why so serious? On the relation of serious games and learning (2010)Immersive virtual reality serious games for evacuation training and research: A systematic literature review (2018)Gamification of health professions education: a systematic review (2020)Intrinsic motivation and the process of learning: Beneficial effects of contextualization, personalization, and choice. (1996)Hamlet on the holodeck: the future of narrative in cyberspace (1997)What Video Games Have to Teach Us about Learning and Literacy (2004)The Ecology of Games: Connecting Youth, Games and Learning (2009)Game-Based Learning in Science Education: A Review of Relevant Research (2013)Invisible and visible language planning: ideological factors in the family language policy of Chinese immigrant families in Quebec (2009)“Together we are better”: Professional learning networks for teachers (2016)Students’ perception of Kahoot!’s influence on teaching and learning (2018)The Role of Management Games and Simulations in Education and Research (1990)Exploring the Icebergs of Adult Learning: Findings of the First Canadian Survey of Informal Learning Practices (1999)Heutagogy: A Child of Complexity Theory (2007)The flawed four‐level evaluation model (1996)A critical analysis of evaluation practice: the Kirkpatrick model and the principle of beneficence (2004)The Science of Training and Development in Organizations (2012)Having Our Say (2008)One-to-One Computing: What Does it Bring to Schools? (2008)Deep-play: developing TPACK for 21st century teachers (2011)Cultural Ways of Learning: Individual Traits or Repertoires of Practice (2003)“Economic man” in cross-cultural perspective: Behavioral experiments in 15 small-scale societies (2005)The weirdest people in the world? (2010)Firsthand Learning Through Intent Participation (2002)Twelve tips for conducting qualitative research interviews (2018)
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References

  • 2003The cultural nature of human development5,249 cited
  • 2009Evaluating Training Programs : The Four Levels4,738 cited
  • 2004Situated Language and Learning: A Critique of Traditional Schooling2,321 cited
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  • 1997Multimedia learning: Are we asking the right questions?1,533 cited
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  • 2006Don't bother me, Mom, I'm learning!516 cited
  • 2010Video Games in Health Care: Closing the Gap502 cited
  • 1997Educational video game for juvenile diabetes: results of a controlled trial475 cited
  • 2003Squire’s Quest!313 cited
  • 2010Serious gaming technology in major incident triage training: A pragmatic controlled trial256 cited
  • 2010The effect of educational games on medical students’ learning outcomes: A systematic review: BEME Guide No 14237 cited
  • 2013Educational games for health professionals219 cited
  • 2010Medical student attitudes toward video games and related new media technologies in medical education

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