SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Learning Efficacy of the ‘Hazard Recognition’ Serious Game
8 references·0 citing·38 second hop
Learning Efficacy of the ‘Hazard Recognition’ Serious Game (2013)Learning Efficacy of the ‘Hazard Recognit…The research and evaluation of serious games: Toward a comprehensive methodology (2013)The research and evaluation o…Learning in a game-based virtual environment: a comparative evaluation in higher education (2012)Learning in a game-based virt…The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing (2009)The development of the Game E…Balancing Play, Meaning and Reality: The Design Philosophy of LEVEE PATROLLER (2009)Balancing Play, Meaning and R…Engagement and EMG in Serious Gaming: Experimenting with Sound and Dynamics in the Levee Patroller Training Game (2008)Engagement and EMG in Serious…Influence of Self-Efficacy on Performance in a Cognitive Task (1990)Influence of Self-Efficacy on…Handbook of research on teaching (1986)Handbook of research on teach…Experimental and quasi-experimental designs for research on teaching (1963)Experimental and quasi-experi…The Practice of Social Research (1989)Flow: the psychology of optimal experience (1990)Psychological Safety and Learning Behavior in Work Teams (1999)Role-play simulations for climate change adaptation education and engagement (2016)Gamified learning in higher education: A systematic review of the literature (2018)Simulations in Entrepreneurship Education: Serious Games and Learning Through Play (2018)Self-efficacy: Toward a unifying theory of behavioral change (1978)Self-evaluative and self-efficacy mechanisms governing the motivational effects of goal systems. (1983)Handbook of reading research (1991)Perceived Self-Efficacy in Cognitive Development and Functioning (1993)Self-Efficacy Beliefs in Academic Settings (1996)Self-efficacy and work-related performance: A meta-analysis. (1998)The Proof and Measurement of Association between Two Things (1904)Probabilistic Models for Some Intelligence and Attainment Tests (1961)Beyond boredom and anxiety (1975)Engagement in digital entertainment games: A systematic review (2011)Assessment in and of Serious Games: An Overview (2013)Virtual reality and gamification in education: a systematic review (2024)Research Design: Qualitative, Quantitative, and Mixed Methods Approaches (1994)Games, Motivation, and Learning: A Research and Practice Model (2002)Research design: qualitative, quantitative, and mixed methods approaches (2003)Towards the gamification of inquiry-based flipped teaching of mathematics a conceptual analysis and framework (2015)The Effect of Simulations and Games on Learning Objectives in Tertiary Education: A Systematic Review (2016)The effect of games and simulations on higher education: a systematic literature review (2017)Experiential Learning : Experience as the Source of Learning and Development (1983)The reflective practitioner: How professionals think in action (1984)The Reflective Practitioner: How Professionals Think in Action (1985)Learning in Single-Versus Multiplayer Games: The More the Merrier? (2010)Gaming Methods in Engineering Systems Research (2017)Serious games: Quality characteristics evaluation framework and case study (2018)Flow: The Psychology of Optimal Experience (1991)Designing personalized therapeutic serious games for a pervasive assistive environment (2011)Those Who Understand: Knowledge Growth in Teaching (1986)Teachers' Beliefs and Educational Research: Cleaning up a Messy Construct (1992)School Engagement: Potential of the Concept, State of the Evidence (2004)Criteria for assessing the trustworthiness of naturalistic inquiries (1981)Assessing the quality of controlled clinical trials (2001)Techniques to Identify Themes (2003)
this work references cited by second hop

References

  • 1986Handbook of research on teaching10,630 cited
  • 1963Experimental and quasi-experimental designs for research on teaching1,541 cited
  • 2009The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing1,078 cited
  • 1990Influence of Self-Efficacy on Performance in a Cognitive Task474 cited
  • 2013The research and evaluation of serious games: Toward a comprehensive methodology309 cited
  • 2009Balancing Play, Meaning and Reality: The Design Philosophy of LEVEE PATROLLER78 cited
  • 2012Learning in a game-based virtual environment: a comparative evaluation in higher education47 cited
  • 2008Engagement and EMG in Serious Gaming: Experimenting with Sound and Dynamics in the Levee Patroller Training Game29 cited

Cited by

No citing works inside the corpus for this window.

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