SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Serious Games Analytics
0 references·16 citing·52 second hop
Serious Games Analytics (2015)Serious Games AnalyticsUncovering students’ problem-solving processes in game-based learning environments (2022)Uncovering students’ problem-…Drawing the big picture of games in education: A topic modeling-based review of past 55 years (2022)Drawing the big picture of ga…Empowering vulnerable target groups with serious games and gamification (2021)Empowering vulnerable target …Stealth assessment of creativity in a physics video game (2020)Stealth assessment of creativ…Empowering Children with ASD and Their Parents: Design of a Serious Game for Anxiety and Stress Reduction (2020)Empowering Children with ASD …The impact of learner metacognition and goal orientation on problem-solving in a serious game environment (2019)The impact of learner metacog…Lessons learned applying learning analytics to assess serious games (2019)Lessons learned applying lear…How prior knowledge affects problem-solving performance in a medical simulation game: Using game-logs and eye-tracking (2019)How prior knowledge affects p…An exploratory study of blending the virtual world and the laboratory experience in secondary chemistry classrooms (2018)An exploratory study of blend…Actualizing business analytics for organizational transformation: A case study of Rovio Entertainment (2018)Actualizing business analytic…Systematizing game learning analytics for serious games (2017)Systematizing game learning a…Analyzing gameplay data to inform feedback loops in The Radix Endeavor (2017)Analyzing gameplay data to in…Using gameplay data to examine learning behavior patterns in a serious game (2016)Using gameplay data to examin…Game Learning Analytics: Learning Analytics for Serious Games (2016)Game Learning Analytics: Lear…An investigation of State Educational Twitter Hashtags (SETHs) as affinity spaces (2016)An investigation of State Edu…Serious Games Analytics: Theoretical Framework (2015)Serious Games Analytics: Theo…Toward a Theory of Intrinsically Motivating Instruction* (1981)A systematic literature review of empirical evidence on computer games and serious games (2012)The benefits of playing video games. (2013)An approach to evaluating the user experience of serious games (2019)MEEGA+: Um Modelo para a Avaliação de Jogos Educacionais para o ensino de Computação (2019)The Measurement of Observer Agreement for Categorical Data (1977)Situated Learning (1991)Situated Learning: Legitimate Peripheral Participation. (1994)New Contexts for Professional Learning: Analyzing High School Science Teachers’ Engagement on Twitter (2019)Idle chatter or compelling conversation? The potential of the social media‐based # NGSSchat network for supporting science education reform efforts (2020)Categorization and Representation of Physics Problems by Experts and Novices* (1981)Design Experiments: Theoretical and Methodological Challenges in Creating Complex Interventions in Classroom Settings (1992)National Science Education Standards (1995)Examining the learning effects of live streaming video game instruction over Twitch (2017)Serious Gaming for Behaviour Change: A Systematic Review (2022)Electromagnetism supercharged!: learning physics with digital simulation games (2004)Video Games: A Route to Large-Scale STEM Education? (2009)A systematic literature review on serious games evaluation: An application to software project management (2015)Validation of a Cyberbullying Serious Game Using Game Analytics (2018)Learning analytics for enhancing the usability of serious games in formal education: A systematic literature review and research agenda (2022)A Scoping Review of Digital Well-Being in Early Childhood: Definitions, Measurements, Contributors, and Interventions (2023)Human Problem Solving (1972)Cognitive Load During Problem Solving: Effects on Learning (1988)Development of NASA-TLX (Task Load Index): Results of Empirical and Theoretical Research (1988)Different effects of pausing on cognitive load in a medical simulation game (2020)Effects of games in STEM education: a meta-analysis on the moderating role of student background characteristics (2022)Effects of adaptive scaffolding on performance, cognitive load and engagement in game-based learning: a randomized controlled trial (2024)Bullies Move Beyond the Schoolyard (2006)Bullying in the digital age: A critical review and meta-analysis of cyberbullying research among youth. (2014)An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games (2015)The Impact of Autonomy and Types of Informational Text Presentations in Game-Based Environments on Learning: Converging Multi-Channel Processes Data and Learning Outcomes (2020)Artificial Intelligence–Driven Serious Games in Health Care: Scoping Review (2022)Serious Games and AI: Challenges and Opportunities for Computational Social Science (2023)What I Think and Feel: A Revised Measure of Children's Manifest Anxiety (1997)Diagnostic and Statistical Manual of Mental Disorders (2013)Trastornos psiquiátricos en los niños y adolescentes en tiempo de la pandemia por COVID-19 (2020)A framework and serious game for decision making in stressful situations; a fire evacuation scenario (2022)Enhancing Serious Game Design: Expert-Reviewed, Stakeholder-Centered Framework (2024)Testing for competence rather than for "intelligence." (1973)The social psychology of creativity: A componential conceptualization. (1983)Four ways five factors are basic (1992)First inspire, then instruct to improve students’ creativity (2021)The use and effects of incentive systems on learning and performance in educational games (2021)Game-based assessment framework for virtual reality, augmented reality and digital game-based learning (2023)Mind in Society: The Development of Higher Psychological Processes (1978)Speech and language processing (2010)Development and validation of a higher-order thinking skills assessment scale for pre-service teachers (2023)Interactive effects of scaffolding digital game-based learning and cognitive style on adult learners’ emotion, cognitive load and learning performance (2023)Objectivity by design: The impact of AI-driven approach on employees' soft skills evaluation (2024)Digital game-based learning (2003)What video games have to teach us about learning and literacy (2003)What Video Games Have to Teach Us about Learning and Literacy (2004)
this work references cited by second hop

References

No references inside the corpus for this window.

Cited by

  • 2015Serious Games Analytics: Theoretical Framework169 cited
  • 2016Game Learning Analytics: Learning Analytics for Serious Games140 cited
  • 2020Empowering Children with ASD and Their Parents: Design of a Serious Game for Anxiety and Stress Reduction116 cited
  • 2020Stealth assessment of creativity in a physics video game112 cited
  • 2016Using gameplay data to examine learning behavior patterns in a serious game98 cited
  • 2019Lessons learned applying learning analytics to assess serious games93 cited
  • 2016An investigation of State Educational Twitter Hashtags (SETHs) as affinity spaces91 cited
  • 2019How prior knowledge affects problem-solving performance in a medical simulation game: Using game-logs and eye-tracking76 cited
  • 2017Systematizing game learning analytics for serious games75 cited
  • 2022Uncovering students’ problem-solving processes in game-based learning environments70 cited
  • 2018An exploratory study of blending the virtual world and the laboratory experience in secondary chemistry classrooms62 cited
  • 2022Drawing the big picture of games in education: A topic modeling-based review of past 55 years61 cited
  • 2018Actualizing business analytics for organizational transformation: A case study of Rovio Entertainment49 cited

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

2019
The impact of learner metacognition and goal orientation on problem-solving in a serious game environment
49 cited
  • 2021Empowering vulnerable target groups with serious games and gamification48 cited
  • 2017Analyzing gameplay data to inform feedback loops in The Radix Endeavor46 cited