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Personalized, Adaptive Digital Educational Games Using Narrative Game-Based Learning Objects
3 references·6 citing·35 second hop
Personalized, Adaptive Digital Educational Games Using Narrative Game-Based Learning Objects (2010)Personalized, Adaptive Digital Educationa…Toward an understanding of flow in video games (2008)Toward an understanding of fl…The writer's journey : mythic structure for storytellers and screenwriters (1999)The writer's journey : mythic…The Hero with a Thousand Faces (1949)The Hero with a Thousand FacesUsing Self-Determination Theory to Explore Enjoyment of Educational Interactive Narrative Games: A Case Study of Academical (2022)Using Self-Determination Theo…Exploring spiral narratives with immediate feedback in immersive virtual reality serious games for earthquake emergency training (2022)Exploring spiral narratives w…Personalization of serious games for learning (2021)Personalization of serious ga…A (Visual) Novel Route to Learning: A Taxonomy of Teaching Strategies in Visual Novels (2020)A (Visual) Novel Route to Lea…Extending the Activity Theory Based Model for Serious Games Design in Engineering to Integrate Analytics (2018)Extending the Activity Theory…Towards Player Adaptivity in a Serious Game for Conflict Resolution (2011)Towards Player Adaptivity in …Mysticism, a Study in the Nature and Development of Man's Spiritual Consciousness (1930)A Study of History (1934)Nature of the Physical World (1958)The Causes and Consequences of a Need for Self-Esteem: A Terror Management Theory (1986)Handbook of Interview Research (2001)Handbook of Positive Psychology (2001)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1956)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1994)A mixed methods assessment of students' flow experiences during a mobile augmented reality science game (2013)Videogames for Emotion Regulation: A Systematic Review (2018)Gameful Experience Questionnaire (GAMEFULQUEST): an instrument for measuring the perceived gamefulness of system use (2019)Theory of games and economic behavior (2019)Conflict and conflict management: Reflections and update (1992)From Content to Context: Videogames as Designed Experience (2006)A computational approach towards conflict resolution for serious games (2011)In-Game (2011)A Framework for Task-Based Learning (1999)Activity theory as a framework for designing constructivist learning environments (1999)Acting with technology: Activity theory and interaction design (2007)Using thematic analysis in psychology (2006)Persuasive games: the expressive power of videogames (2008)The ICAP Framework: Linking Cognitive Engagement to Active Learning Outcomes (2014)Digital game-based learning (2003)A systematic literature review of empirical evidence on computer games and serious games (2012)Foundations of Game-Based Learning (2015)Flow: the psychology of optimal experience (1990)Self-efficacy and work-related performance: A meta-analysis. (1998)The Concept of Flow (2014)Design of a virtual reality serious game for experiencing the colors of Dunhuang frescoes (2024)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Reflection and reflective practice in health professions education: a systematic review (2007)Self-Determination Theory: Basic Psychological Needs in Motivation, Development, and Wellness (2017)The Princess and the Magic Kingdom: Beyond Nostalgia, the Function of the Disney Princess (2004)Screenwriting (2014)Second Wave Positive Psychology (2015)
this work references cited by second hop

References

  • 1949The Hero with a Thousand Faces3,786 cited
  • 2008Toward an understanding of flow in video games480 cited
  • 1999The writer's journey : mythic structure for storytellers and screenwriters121 cited

Cited by

  • 2020A (Visual) Novel Route to Learning: A Taxonomy of Teaching Strategies in Visual Novels46 cited
  • 2022Using Self-Determination Theory to Explore Enjoyment of Educational Interactive Narrative Games: A Case Study of Academical45 cited
  • 2021Personalization of serious games for learning39 cited
  • 2022Exploring spiral narratives with immediate feedback in immersive virtual reality serious games for earthquake emergency training39 cited
  • 2011Towards Player Adaptivity in a Serious Game for Conflict Resolution35 cited
  • 2018Extending the Activity Theory Based Model for Serious Games Design in Engineering to Integrate Analytics33 cited

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