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Mapping learning and game mechanics for serious games analysis
5 references·16 citing·42 second hop
Mapping learning and game mechanics for serious games analysis (2014)Mapping learning and game mechanics for s…A systematic literature review of empirical evidence on computer games and serious games (2012)A systematic literature revie…Serious games : mechanisms and effects (2009)Serious games : mechanisms an…Serious Games: Games That Educate, Train, and Inform (2005)Serious Games: Games That Edu…GameFlow (2005)GameFlowA taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives (2001)A taxonomy for learning, teac…Gamification in Education (2023)Gamification in EducationEffectiveness of digital educational game and game design in STEM learning: a meta-analytic review (2023)Effectiveness of digital educ…Serious games to prevent and detect bullying and cyberbullying: A systematic serious games and literature review (2020)Serious games to prevent and …Designing Engaging Games for Education: A Systematic Literature Review on Game Motivators and Design Principles (2020)Designing Engaging Games for …From experiencing to critical thinking: a contextual game-based learning approach to improving nursing students’ performance in Electrocardiogram training (2019)From experiencing to critical…Developing Theory-Driven, Evidence-Based Serious Games for Health: Framework Based on Research Community Insights (2019)Developing Theory-Driven, Evi…A Meta-Analysis of Use of Serious Games in Education over a Decade (2019)A Meta-Analysis of Use of Ser…Effects of a mathematics game-based learning environment on primary school students' adaptive number knowledge (2018)Effects of a mathematics game…Board Games for Health: A Systematic Literature Review and Meta-Analysis (2018)Board Games for Health: A Sys…The maturing of gamification research (2017)The maturing of gamification …Teacher perceptions on the use of digital gamified learning in tourism education: The case of South African secondary schools (2017)Teacher perceptions on the us…Essential features of serious games design in higher education: Linking learning attributes to game mechanics (2016)Essential features of serious…A Brief History of Serious Games (2016)A Brief History of Serious Ga…On the effectiveness of game-like and social approaches in learning: Comparing educational gaming, gamification & social networking (2015)On the effectiveness of game-…An activity theory-based model for serious games analysis and conceptual design (2015)An activity theory-based mode…Serious Games for education and training (2014)Serious Games for education a…Experiential Learning : Experience as the Source of Learning and Development (1983)Flow: the psychology of optimal experience (1990)Educational Gaming for Pharmacy Students – Design and Evaluation of a Diabetes-themed Escape Room (2017)Technology‐mediated learning theory (2019)Quality Criteria for Serious Games: Serious Part, Game Part, and Balance (2020)Cognitive Load During Problem Solving: Effects on Learning (1988)Flow: The Psychology of Optimal Experience (1991)Serious Games in Preschool and Primary Education: Benefits And Impacts on Curriculum Course Syllabus (2017)Traditional games in elementary school: Relationships of student’s personality traits, motivation and experience with learning outcomes (2018)Challenges in Serious Game Design and Development: Educators’ Experiences (2020)Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990. (1990)Designing games with a purpose (2008)Measuring and defining the experience of immersion in games (2008)The benefits of playing video games. (2013)Games, Motivation, and Learning: A Research and Practice Model (2002)Why do people play on-line games? An extended TAM with social influences and flow experience (2003)Enjoyment: At the Heart of Media Entertainment (2004)Gamifying learning experiences: Practical implications and outcomes (2013)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Handbook of Self-Regulation of Learning and Performance (2017)Situated Learning (1991)What video games have to teach us about learning and literacy (2003)A meta‐analysis of research on digital game‐based science learning (2020)Towards a motivational design? Connecting gamification user types and online learning activities (2020)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)From game design elements to gamefulness (2011)Investigating the effects of gamification-enhanced flipped learning on undergraduate students’ behavioral and cognitive engagement (2018)Technology Enhanced Learning in higher education; motivations, engagement and academic achievement (2019)Gamification Applications in E-learning: A Literature Review (2021)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Game-based learning in medical education (2023)Gamification and Game Based Learning for Vocational Education and Training: A Systematic Literature Review (2023)Serious Games and Gamification in Healthcare: A Meta-Review (2023)Serious Games : An Overview (2007)Developing a Theory of Gamified Learning (2014)A systematic review of gamification in e-Health (2017)Teaching For Quality Learning At University (1999)A Revision of Bloom's Taxonomy: An Overview (2002)The use of flipped classrooms in higher education: A scoping review (2015)Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness (2013)An Overview of Serious Games (2014)
this work references cited by second hop

References

  • 2001A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives13,929 cited
  • 2012A systematic literature review of empirical evidence on computer games and serious games2,890 cited
  • 2005GameFlow2,122 cited
  • 2005Serious Games: Games That Educate, Train, and Inform2,069 cited
  • 2009Serious games : mechanisms and effects837 cited

Cited by

  • 2019A Meta-Analysis of Use of Serious Games in Education over a Decade564 cited
  • 2017The maturing of gamification research492 cited
  • 2015An activity theory-based model for serious games analysis and conceptual design387 cited
  • 2014Serious Games for education and training281 cited
  • 2016Essential features of serious games design in higher education: Linking learning attributes to game mechanics272 cited
  • 2015On the effectiveness of game-like and social approaches in learning: Comparing educational gaming, gamification & social networking266 cited
  • 2020Designing Engaging Games for Education: A Systematic Literature Review on Game Motivators and Design Principles263 cited
  • 2023Gamification in Education210 cited
  • 2016A Brief History of Serious Games170 cited
  • 2018

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Effects of a mathematics game-based learning environment on primary school students' adaptive number knowledge
159 cited
  • 2018Board Games for Health: A Systematic Literature Review and Meta-Analysis132 cited
  • 2019From experiencing to critical thinking: a contextual game-based learning approach to improving nursing students’ performance in Electrocardiogram training131 cited
  • 2017Teacher perceptions on the use of digital gamified learning in tourism education: The case of South African secondary schools129 cited
  • 2019Developing Theory-Driven, Evidence-Based Serious Games for Health: Framework Based on Research Community Insights126 cited
  • 2020Serious games to prevent and detect bullying and cyberbullying: A systematic serious games and literature review126 cited
  • 2023Effectiveness of digital educational game and game design in STEM learning: a meta-analytic review126 cited