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Learning decision making through serious games
5 references·0 citing·27 second hop
Learning decision making through serious games (2015)Learning decision making through serious …A META‐ANALYTIC EXAMINATION OF THE INSTRUCTIONAL EFFECTIVENESS OF COMPUTER‐BASED SIMULATION GAMES (2011)A META‐ANALYTIC EXAMINATION O…Digital Games in eLearning Environments (2009)Digital Games in eLearning En…Use of a Web-Based Game to Teach Pediatric Content to Medical Students (2008)Use of a Web-Based Game to Te…The Effectiveness of Instructional Games: A Literature Review and Discussion (2005)The Effectiveness of Instruct…Development and Evaluation of an Interactive Web-Based Breast Imaging Game for Medical Students (2002)Development and Evaluation of…The development of an interactive game-based tool for learning surgical management algorithms via computer (2002)Une analyse des écrits sur les impacts du jeu sur l’apprentissage (2007)Learning While Having Fun: The Use of Video Gaming to Teach Geriatric House Calls to Medical Students (2008)Towards the Development of a Games-Based Learning Evaluation Framework (2009)Psychological research as the phenomenologist views it (1978)Teaching Tips: Strategies, Research, and Theory for College and University Teachers (1994)McKeachie's Teaching Tips: Strategies, Research, and Theory for College and University Teachers (2010)Game‐Based Learning as a Vehicle to Teach First Aid Content: A Randomized Experiment (2013)A little healthy competition: using mixed methods to pilot a team-based digital game for boosting medical student engagement with anatomy and histology content (2015)Making Learning Fun: Gaming in Radiology Education (2019)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-Efficacy: The Exercise of Control (1999)Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies (2012)Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. (2017)The effect of games and simulations on higher education: a systematic literature review (2017)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Situated Learning (1991)Teacher Perceptions of Games in Singapore Schools (2011)CO2peration – Structuring a 3D interactive digital game to improve climate literacy in the 12-13-year-old age group (2019)Use of the game-based learning platform KAHOOT! to facilitate learner engagement in Animal Science students (2019)Toward a Theory of Intrinsically Motivating Instruction* (1981)Games, Motivation, and Learning: A Research and Practice Model (2002)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)
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References

  • 2011A META‐ANALYTIC EXAMINATION OF THE INSTRUCTIONAL EFFECTIVENESS OF COMPUTER‐BASED SIMULATION GAMES881 cited
  • 2005The Effectiveness of Instructional Games: A Literature Review and Discussion581 cited
  • 2009Digital Games in eLearning Environments97 cited
  • 2008Use of a Web-Based Game to Teach Pediatric Content to Medical Students80 cited
  • 2002Development and Evaluation of an Interactive Web-Based Breast Imaging Game for Medical Students66 cited

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