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Active Learning with the CyberCIEGE Video Game
4 references·0 citing·16 second hop
Active Learning with the CyberCIEGE Video Game (2011)Active Learning with the CyberCIEGE Video…Fundamentals of game design (2010)Fundamentals of game designVideo Games and the Future of Learning (2005)Video Games and the Future of…GameFlow (2005)GameFlowCyberCIEGE: Gaming for Information Assurance (2005)CyberCIEGE: Gaming for Inform…Flow: the psychology of optimal experience (1990)Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990. (1990)Flow: The Psychology of Optimal Experience (1991)Designing games with a purpose (2008)Measuring and defining the experience of immersion in games (2008)The benefits of playing video games. (2013)Situated Learning: Legitimate Peripheral Participation. (1994)From Content to Context: Videogames as Designed Experience (2006)Digital Games in Education (2007)Motivating Children to Learn Effectively: Exploring the Value of Intrinsic Integration in Educational Games (2011)Defining Game Mechanics (2008)Handbook of Research on Effective Electronic Gaming in Education (2009)The Design, Play, and Experience Framework (2009)Security through play (2013)SecurityEmpire: Development and Evaluation of a Digital Game to Promote Cybersecurity Education (2014)Cybersecurity Enhancement through Blockchain Training (CEBT) – A serious game approach (2021)
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References

  • 2005GameFlow2,122 cited
  • 2010Fundamentals of game design1,226 cited
  • 2005Video Games and the Future of Learning1,120 cited
  • 2005CyberCIEGE: Gaming for Information Assurance98 cited

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