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Framework of the Virtual Construction Simulator 3 for Construction Planning and Management Education
14 references·0 citing·42 second hop
Framework of the Virtual Construction Simulator 3 for Construction Planning and Management Education (2014)Framework of the Virtual Construction Sim…A Qualitative Meta-Analysis of Computer Games as Learning Tools (2009)A Qualitative Meta-Analysis o…What Video Games Have to Teach Us About Learning and Literacy (2007)What Video Games Have to Teac…Use of a simulation game in delivering blended lifelong learning in the construction industry – Opportunities and Challenges (2007)Use of a simulation game in d…Learning by Doing: A Comprehensive Guide to Simulations, Computer Games, and Pedagogy in e-Learning and Other Educational Experiences (2005)Learning by Doing: A Comprehe…Evaluating Training Programs (2005)Evaluating Training ProgramsChanging the Game: What Happens When Video Games Enter the Classroom? (2005)Changing the Game: What Happe…Digital game-based learning (2003)Digital game-based learningThe effect of competition and contextualized advisement on the transfer of mathematics skills a computer-based instructional simulation game (2002)The effect of competition and…Games, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…Dynamic Planning for Fast-Tracking Building Construction Projects (2001)Dynamic Planning for Fast-Tra…Strategy: A Construction Simulation Environment (2000)Strategy: A Construction Simu…Scheduled Overtime and Labor Productivity: Quantitative Analysis (1997)Scheduled Overtime and Labor …Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games (1996)Seriously considering play: D…Forecasting Labor Productivity Using Factor Model (1994)Forecasting Labor Productivit…Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Situated Cognition and the Culture of Learning (1989)Beyond Nintendo: design and assessment of educational video games for first and second grade students (2002)Computer Gaming and Interactive Simulations for Learning: A Meta-Analysis (2006)Serious Games : An Overview (2007)Mind in Society: The Development of Higher Psychological Processes (1978)Rules of Play: Game Design Fundamentals (2003)What Video Games Have to Teach Us about Learning and Literacy (2004)Strangers and friends (2006)Mad City Mystery: Developing Scientific Argumentation Skills with a Place-based Augmented Reality Game on Handheld Computers (2007)The impact of individual, competitive, and collaborative mathematics game play on learning, performance, and motivation. (2013)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)A systematic literature review of empirical evidence on computer games and serious games (2012)A meta-analysis of the cognitive and motivational effects of serious games. (2013)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Quantitative Effects of Construction Changes on Labor Productivity (1995)Quantified Impacts of Project Change (2006)A Review of Work Schedule Issues and Musculoskeletal Disorders with an Emphasis on the Healthcare Sector (2008)Factors influencing labour productivity in Bahrain's construction industry (2015)Principles of Instructional Design (1974)Review of Research on Computer Games (2011)Competition and students’ perceptions in a game-based language learning environment (2013)Experiencing the Analects of Confucius: An experiential game-based learning approach to promoting students' motivation and conception of learning (2017)Cognitive Load During Problem Solving: Effects on Learning (1988)Flow: the psychology of optimal experience (1990)The research and evaluation of serious games: Toward a comprehensive methodology (2013)Learning with serious games: Is fun playing the game a predictor of learning success? (2014)Engaging Asian students through game mechanics: Findings from two experiment studies (2015)Promoting versatility in mentor teachers’ use of supervisory skills (2007)The effects of organizational learning environment factors on e-learning acceptance (2011)The role of WhatsApp® in medical education; a scoping review and instructional design model (2019)Digital game‐based learning once removed: Teaching teachers (2007)Evaluation of a game to teach requirements collection and analysis in software engineering at tertiary education level (2010)Serious Games Analytics: Theoretical Framework (2015)Digital Natives, Digital Immigrants Part 1 (2001)The Theory and Practice of Online Learning (2008)Foundations of Game-Based Learning (2015)Foregrounding the Disciplines in Secondary Literacy Teaching and Learning: A Call for Change (2008)Parental Mediation Theory for the Digital Age (2011)Scaffolding game-based learning: Impact on learning achievements, perceived learning, and game experiences (2013)
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References

  • 2002Games, Motivation, and Learning: A Research and Practice Model3,211 cited
  • 2003Digital game-based learning3,104 cited
  • 1996Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games999 cited
  • 2007What Video Games Have to Teach Us About Learning and Literacy735 cited
  • 2005Evaluating Training Programs495 cited
  • 2005Learning by Doing: A Comprehensive Guide to Simulations, Computer Games, and Pedagogy in e-Learning and Other Educational Experiences440 cited
  • 2005Changing the Game: What Happens When Video Games Enter the Classroom?407 cited
  • 2009A Qualitative Meta-Analysis of Computer Games as Learning Tools362 cited
  • 2002The effect of competition and contextualized advisement on the transfer of mathematics skills a computer-based instructional simulation game145 cited
  • 1997Scheduled Overtime and Labor Productivity: Quantitative Analysis109 cited
  • 1994Forecasting Labor Productivity Using Factor Model103 cited
  • 2001Dynamic Planning for Fast-Tracking Building Construction Projects94 cited
  • 2007Use of a simulation game in delivering blended lifelong learning in the construction industry – Opportunities and Challenges85 cited
  • 2000Strategy: A Construction Simulation Environment36 cited

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