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Game-based Learning for Systems Engineering Concepts
16 references·2 citing·43 second hop
Game-based Learning for Systems Engineering Concepts (2014)Game-based Learning for Systems Engineeri…Educational games - Are they worth the effort? A literature survey of the effectiveness of serious games (2013)Educational games - Are they …Video games and learning: teaching and participatory culture in the digital age (2012)Video games and learning: tea…To Game or Not to Game: Teaching Transportation Planning with Board Games (2012)To Game or Not to Game: Teach…Purposeful by design? (2012)Purposeful by design?Learning science through computer games and simulations (2012)Learning science through comp…Framing the Adoption of Serious Games in Formal Education (2012)Framing the Adoption of Serio…Origins of Serious Games (2011)Origins of Serious GamesThe complete guide to simulations and serious games: how the most valuable content will be created in the age beyond Gutenberg to Google (2010)The complete guide to simulat…Making learning whole: how seven principles of teaching can transform education (2009)Making learning whole: how se…The Art of Game Design (2008)The Art of Game DesignEducational Video Game Design: A Review of the Literature (2007)Educational Video Game Design…Theory-oriented evaluation for the design of and research in gaming and simulation (2006)Theory-oriented evaluation fo…Successful implementation of user-centered game based learning in higher education: An example from civil engineering (2006)Successful implementation of …What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Developing a Scientific Knowledge of Simulation/Gaming (1998)Developing a Scientific Knowl…The Effectiveness of Games for Educational Purposes: A Review of Recent Research (1992)The Effectiveness of Games fo…Development of soft skills competencies through the use of FLIGBY (2022)Development of soft skills co…An investigation on using serious gaming to study human decision-making in engineering contexts (2017)An investigation on using ser…Flow: the psychology of optimal experience (1990)Game-based Learning and 21st century skills: A review of recent research (2016)Students’ perception of Kahoot!’s influence on teaching and learning (2018)What video games have to teach us about learning and literacy (2003)How Computer Games Help Children Learn (2006)An Overview of Serious Games (2014)Modelling with stakeholders – Next generation (2015)A systematic review of gamification in e-Health (2017)Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. (1994)Cultivating Communities of Practice: A Guide to Managing Knowledge (2002)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Gamifying learning experiences: Practical implications and outcomes (2013)Foundations of Game-Based Learning (2015)Digital Natives, Digital Immigrants Part 1 (2001)Rules of Play: Game Design Fundamentals (2003)Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2008)The effect of games and simulations on higher education: a systematic literature review (2017)A review of immersive virtual reality serious games to enhance learning and training (2019)To learn scientifically, effectively, and enjoyably: A review of educational games (2020)Truth and Method (1960)Book Reviews : Steps to an Ecology of Mind. By GREGORY BATESON. (New York: Ballantine Books, 1972. Pp. xxvi, 517. $1.95.) (1973)Benefits, barriers and guideline recommendations for the implementation of serious games in education for stakeholders and policymakers (2014)Designing Engaging Games for Education: A Systematic Literature Review on Game Motivators and Design Principles (2020)Serious Gaming for Climate Adaptation—Assessing the Potential and Challenges of a Digital Serious Game for Urban Climate Adaptation (2020)Conditions of Learning (1965)Principles of Instructional Design (1974)Using game theory and Competition-based Learning to stimulate student motivation and performance (2010)A META‐ANALYTIC EXAMINATION OF THE INSTRUCTIONAL EFFECTIVENESS OF COMPUTER‐BASED SIMULATION GAMES (2011)Play, Dreams And Imitation In Childhood (2013)The use of computer games as an educational tool: identification of appropriate game types and game elements (1999)Don't bother me, Mom, I'm learning! (2006)Effectiveness of virtual reality-based instruction on students' learning outcomes in K-12 and higher education: A meta-analysis (2013)Toward a Theory of Intrinsically Motivating Instruction* (1981)Designing Computer Games to Help Physics Students Understand Newton's Laws of Motion (1984)Educational Technology (1987)Games, Motivation, and Learning: A Research and Practice Model (2002)Gamification for Engaging Computer Science Students in Learning Activities: A Case Study (2014)The Lens of Intrinsic Skill Atoms: A Method for Gameful Design (2015)Serious games and the gamification of tourism (2016)Education for Life and Work: Developing Transferable Knowledge and Skills in the 21st Century (2012)Digital Games, Design, and Learning (2015)Putting Education in “Educational” Apps (2015)
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References

  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2008The Art of Game Design1,919 cited
  • 1992The Effectiveness of Games for Educational Purposes: A Review of Recent Research797 cited
  • 2006Successful implementation of user-centered game based learning in higher education: An example from civil engineering693 cited
  • 2007Educational Video Game Design: A Review of the Literature521 cited
  • 2011Origins of Serious Games420 cited
  • 2012Video games and learning: teaching and participatory culture in the digital age410 cited
  • 2012Learning science through computer games and simulations401 cited
  • 2012Purposeful by design?312 cited
  • 2013Educational games - Are they worth the effort? A literature survey of the effectiveness of serious games271 cited
  • 2009Making learning whole: how seven principles of teaching can transform education242 cited
  • 1998Developing a Scientific Knowledge of Simulation/Gaming168 cited
  • 2010The complete guide to simulations and serious games: how the most valuable content will be created in the age beyond Gutenberg to Google152 cited
  • 2006Theory-oriented evaluation for the design of and research in gaming and simulation136 cited
  • 2012

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Framing the Adoption of Serious Games in Formal Education
105 cited
  • 2012To Game or Not to Game: Teaching Transportation Planning with Board Games39 cited
  • Cited by

    • 2017An investigation on using serious gaming to study human decision-making in engineering contexts27 cited
    • 2022Development of soft skills competencies through the use of FLIGBY21 cited