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A course on serious game design and development using an online problem-based learning approach
16 references·0 citing·38 second hop
A course on serious game design and development using an online problem-based learning approach (2015)A course on serious game design and devel…Learning online: what research tells us about whether, when and how (2014)Learning online: what researc…Learning Online (2014)Learning OnlineThe Challenge of Problem-based Learning (2013)The Challenge of Problem-base…A systematic literature review of empirical evidence on computer games and serious games (2012)A systematic literature revie…Serious games : mechanisms and effects (2009)Serious games : mechanisms an…Instructional-Design Theories and Models, Volume III (2009)Instructional-Design Theories…Interaction Design and Children (2008)Interaction Design and Childr…A Practical Guide to Problem-Based Learning Online (2007)A Practical Guide to Problem-…Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. (2006)Digital Game-Based Learning: …Developing serious games (2006)Developing serious gamesThe Effectiveness of Instructional Games: A Literature Review and Discussion (2005)The Effectiveness of Instruct…A Review of Scholarship on Assessing Experiential Learning Effectiveness (2004)A Review of Scholarship on As…Evaluation Models: Viewpoints on Educational and Human Services Evaluation (2000)Evaluation Models: Viewpoints…Problem-Based Learning and Other Curriculum Models for the Multiple Intelligences Classroom. (1997)Problem-Based Learning and Ot…Problem-based learning : an approach to medical education (1980)Problem-based learning : an a…Serious Games (1970)Serious GamesWhat Video Games Have to Teach Us about Learning and Literacy (2004)Serious Games : An Overview (2007)The ECAR Study of Undergraduate Students and Information Technology, 2007 (2007)Information technology and Gen Z: The role of teachers, the internet, and technology in the education of young people (2021)Principles of topological psychology. (1936)Taxonomy of Educational Objectives: The Classification of Educational Goals, Handbook I: Cognitive Domain (1956)Taxonomy of Educational Objectives: The Classification of Educational Goals. (1956)Assessment in and of Serious Games: An Overview (2013)The research and evaluation of serious games: Toward a comprehensive methodology (2013)An emerging ecosystem for student start-ups (2017)Games, Motivation, and Learning: A Research and Practice Model (2002)Why do people play on-line games? An extended TAM with social influences and flow experience (2003)Enjoyment: At the Heart of Media Entertainment (2004)Gamifying learning experiences: Practical implications and outcomes (2013)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Handbook of Self-Regulation of Learning and Performance (2017)Toward a Theory of Intrinsically Motivating Instruction* (1981)Flow: the psychology of optimal experience (1990)Relationships Between Game Attributes and Learning Outcomes (2008)Exploring the potential of computer and video games for health and physical education: A literature review (2009)Mobile game‐based learning in secondary education: engagement, motivation and learning in a mobile city game (2009)The CIPP Model for Evaluation (2005)Relating Narrative, Inquiry, and Inscriptions: Supporting Consequential Play (2006)Qualitative Analysis and Documentary Method: In International Educational Research (2010)Inductive Teaching and Learning Methods: Definitions, Comparisons, and Research Bases (2006)Overview of Problem-based Learning: Definitions and Distinctions (2006)Scaffolding and Achievement in Problem-Based and Inquiry Learning: A Response to Kirschner, Sweller, and Clark (2006) (2007)Effects of Problem-Based Learning: A Meta-Analysis From the Angle of Assessment (2005)Pedagogies of Engagement: Classroom-Based Practices (2005)Perspectives into learning at the workplace (2008)Toward an understanding of flow in video games (2008)A User-Centered Theoretical Framework for Meaningful Gamification (2012)An Overview of Serious Games (2014)Experiences of Nursing Students during the Abrupt Change from Face-to-Face to e-Learning Education during the First Month of Confinement Due to COVID-19 in Spain (2020)Higher Education in Times of COVID-19: University Students’ Basic Need Satisfaction, Self-Regulated Learning, and Well-Being (2021)Online learning during COVID-19 produced equivalent or better student course performance as compared with pre-pandemic: empirical evidence from a school-wide comparative study (2021)The benefits of playing video games. (2013)Mapping learning and game mechanics for serious games analysis (2014)
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References

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  • 2007A Practical Guide to Problem-Based Learning Online155 cited
  • 1997Problem-Based Learning and Other Curriculum Models for the Multiple Intelligences Classroom.

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