SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Adaptive digital game-based learning framework
6 references·9 citing·44 second hop
Adaptive digital game-based learning framework (2007)Adaptive digital game-based learning fram…Educational Psychology: Theory and Practice (2025)Educational Psychology: Theor…Digital Game-Based Learning (2020)Digital Game-Based LearningPiaget’s Theory of Cognitive Development (2018)Piaget’s Theory of Cognitive …Learning by Design: Good Video Games as Learning Machines (2005)Learning by Design: Good Vide…Educational game models: conceptualization and evaluation (2004)Educational game models: conc…What is a Game? (1967)What is a Game?Effects of a VR Mountaineering Education System on Learning, Motivation, and Cognitive Load in Compass and Map Skills (2025)Effects of a VR Mountaineerin…Gamification-based learning framework for a programming course (2017)Gamification-based learning f…Adaptation of Gaming Features for Motivating Learners (2017)Adaptation of Gaming Features…Using a serious game to promote community-based awareness and prevention of neglected tropical diseases (2015)Using a serious game to promo…An English vocabulary learning support system for the learner’s sustainable motivation (2015)An English vocabulary learnin…Design and Evaluation of History Digital Game Based Learning (DGBL) Software (2013)Design and Evaluation of Hist…Employing design and development research (DDR) approaches in the design and development of online Arabic vocabulary learning games prototype (2012)Employing design and developm…Usability evaluation for history educational games (2009)Usability evaluation for hist…History educational games design (2009)History educational games des…Research methods for business: A skill building approach (1993)Research Methods for Business (2007)Research Methods for Business (2008)Measurement and Analysis of Learner’s Motivation in Game-Based E-Learning (2012)Using Digital Game-Based Learning for Students with Intellectual Disabilities – A Systematic Literature Review (2020)Actual Minds, Possible Worlds (1986)Actual Minds, Possible Worlds. (1986)Situated Cognition and the Culture of Learning (1989)Educational games (EG) design framework: Combination of game design, pedagogy and content modeling (2009)Students Perceptions of Using Educational Games to Learn Introductory Programming (2010)Exploring the behavioral patterns of learners in an educational massively multiple online role-playing game (MMORPG) (2011)E-Learning in the 21st Century: A Framework for Research and Practice (2003)Gamification. using game-design elements in non-gaming contexts (2011)A social gamification framework for a K-6 learning platform (2012)Gamification and Implications for Second Language Education: A Meta Analysis (2015)Gamification in Education: Where Are We in 2015? (2015)An interdisciplinary perspective on gamification: Mechanics, psychological mediators and outcomes (2019)What video games have to teach us about learning and literacy (2003)What Video Games Have to Teach Us about Learning and Literacy (2004)Investigating the impact of video games on high school students’ engagement and learning about genetics (2009)Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness (2013)The maturing of gamification research (2017)Self-efficacy mechanism in human agency. (1982)Games, Motivation, and Learning: A Research and Practice Model (2002)Digital game-based learning (2003)Playing against dengue design and development of a serious game to help tackling dengue (2017)From game design elements to gamefulness (2011)The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Personalized gamification: A literature review of outcomes, experiments, and approaches (2020)To Tailor or Not to Tailor Gamification? An Analysis of the Impact of Tailored Game Elements on Learners’ Behaviours and Motivation (2020)Application of artificial intelligence in adaptation of gamification in education: A literature review (2023)A Short and Simple Definition of What a Videogame Is (2005)Gamification: The Intersection between Behavior Analysis and Game Design Technologies (2014)Gamified interactions: whether, when, and how games facilitate self–brand connections (2017)Three worlds of CSCL: Can we support CSCL? (2002)Identifying the pitfalls for social interaction in computer-supported collaborative learning environments: a review of the research (2003)Technology in Support of Collaborative Learning (2007)The Theory and Practice of Online Learning (2008)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Handbook of Self-Regulation of Learning and Performance (2017)The Development of Multiple Domains of Child and Adolescent Self-Concept: A Cohort Sequential Longitudinal Design (2001)Piaget's stages: the unfinished symphony of cognitive development (2004)Developing a computer science-specific learning taxonomy (2007)
this work references cited by second hop

References

  • 2020Digital Game-Based Learning2,893 cited
  • 2025Educational Psychology: Theory and Practice1,340 cited
  • 2005Learning by Design: Good Video Games as Learning Machines829 cited
  • 2018Piaget’s Theory of Cognitive Development298 cited
  • 1967What is a Game?196 cited
  • 2004Educational game models: conceptualization and evaluation176 cited

Cited by

  • 2017Adaptation of Gaming Features for Motivating Learners88 cited
  • 2015An English vocabulary learning support system for the learner’s sustainable motivation61 cited
  • 2009Usability evaluation for history educational games43 cited
  • 2015Using a serious game to promote community-based awareness and prevention of neglected tropical diseases34 cited
  • 2012Employing design and development research (DDR) approaches in the design and development of online Arabic vocabulary learning games prototype33 cited
  • 2013Design and Evaluation of History Digital Game Based Learning (DGBL) Software32 cited
  • 2009History educational games design31 cited
  • 2017Gamification-based learning framework for a programming course29 cited
  • 2025Effects of a VR Mountaineering Education System on Learning, Motivation, and Cognitive Load in Compass and Map Skills

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

2 cited