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Serious games as edX MOOC activities
5 references·1 citing·31 second hop
Serious games as edX MOOC activities (2014)Serious games as edX MOOC activitiesUsing e-learning standards in educational video games (2013)Using e-learning standards in…Framing the Adoption of Serious Games in Formal Education (2012)Framing the Adoption of Serio…A framework to improve evaluation in educational games (2012)A framework to improve evalua…Game Design Narrative for Learning: Appropriating Adventure Game Design Narrative Devices and Techniques for the Design of Interactive Learning Environments (2006)Game Design Narrative for Lea…Engaging by design: How engagement strategies in popular computer and video games can inform instructional design (2005)Engaging by design: How engag…Game Learning Analytics: Learning Analytics for Serious Games (2023)Game Learning Analytics: Lear…Self-efficacy: Toward a unifying theory of behavioral change. (1977)Situated Learning: Legitimate Peripheral Participation. (1994)Users of the world, unite! The challenges and opportunities of Social Media (2009)Digital card games in education: A ten year systematic review (2017)The future of 'serious games' in accounting education: A Delphi study (2018)Narrative and aesthetics as antecedents of perceived learning in serious games (2020)Video Games in Education (2003)Making learning fun: Quest Atlantis, a game without guns (2005)Educational game design for online education (2008)Serious games: A journey from research to application (2014)Acts of meaning (1991)What video games have to teach us about learning and literacy (2003)What Video Games Have to Teach Us about Learning and Literacy (2004)Building virtual cities, inspiring intelligent citizens: Digital games for developing students’ problem solving and learning motivation (2012)Designing Serious Game Interventions for Individuals with Autism (2014)Designing and integrating purposeful learning in game play: a systematic review (2015)Using frustration in the design of adaptive videogames (2004)The business value of business intelligence (2007)A narrative metaphor to facilitate educational game authoring (2011)A case study on Service-Oriented Architecture for Serious Games (2014)Processes and Models for Serious Game Design and Development (2016)Serious Games Evaluation: Processes, Models, and Concepts (2016)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Situated Learning (1991)Learning in immersive worlds: A review of game-based learning (2006)Are badges useful in education?: it depends upon the type of badge and expertise of learner (2013)Gameplay Engagement and Learning in Game-Based Learning (2015)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)
this work references cited by second hop

References

  • 2005Engaging by design: How engagement strategies in popular computer and video games can inform instructional design628 cited
  • 2006Game Design Narrative for Learning: Appropriating Adventure Game Design Narrative Devices and Techniques for the Design of Interactive Learning Environments321 cited
  • 2012Framing the Adoption of Serious Games in Formal Education105 cited
  • 2012A framework to improve evaluation in educational games48 cited
  • 2013Using e-learning standards in educational video games42 cited

Cited by

  • 2023Game Learning Analytics: Learning Analytics for Serious Games35 cited

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