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Supporting Human Capital development with Serious Games: An analysis of three experiences
16 references·0 citing·36 second hop
Supporting Human Capital development with Serious Games: An analysis of three experiences (2013)Supporting Human Capital development with…Digital Game-Based Learning (2020)Digital Game-Based LearningDigital Game-Based Learning (2019)Digital Game-Based LearningVideo Games in Health Care: Closing the Gap (2010)Video Games in Health Care: C…Learning in immersive worlds: A review of game-based learning (2006)Learning in immersive worlds:…The Effectiveness of Instructional Games: A Literature Review and Discussion (2005)The Effectiveness of Instruct…Serious Games: Games That Educate, Train, and Inform (2005)Serious Games: Games That Edu…How can exploratory learning with games and simulations within the curriculum be most effectively evaluated? (2005)How can exploratory learning …Rules of Play: Game Design Fundamentals (2003)Rules of Play: Game Design Fu…Games, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…Powers of freedom: reframing political thought (2000)Powers of freedom: reframing …Powers of Freedom (1999)Powers of FreedomSelf-Regulated Learning and Academic Achievement: An Overview (1990)Self-Regulated Learning and A…Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Perceived Usefulness, Perceiv…Cockpit Resource Management (1989)Cockpit Resource ManagementThe Modern Practice of Adult Education: From Pedagogy to Andragogy (1970)The Modern Practice of Adult …Human Capital. A Theoretical and Empirical Analysis, with Special Reference to Education (1965)Human Capital. A Theoretical …Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Self-efficacy mechanism in human agency. (1982)User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies (2000)User Acceptance of Information Technology: Toward A Unified View1 (2003)A new criterion for assessing discriminant validity in variance-based structural equation modeling (2014)Attention and Self-Regulation (1981)Achievement motivation: Conceptions of ability, subjective experience, task choice, and performance. (1984)A social cognitive view of self-regulated academic learning. (1989)Feedback and Self-Regulated Learning: A Theoretical Synthesis (1995)The Role of Goal Orientation in Self-Regulated Learning (2000)School Engagement: Potential of the Concept, State of the Evidence (2004)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Intrinsic Motivation and Self-Determination in Human Behavior (1985)A systematic literature review of empirical evidence on computer games and serious games (2012)The Gamification of Learning: a Meta-analysis (2019)A Postcapitalist Politics (2006)The Politics of Life Itself (2007)Developing a framework for responsible innovation (2013)From game design elements to gamefulness (2011)Foundations of Game-Based Learning (2015)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Andragogy and Self‐Directed Learning: Pillars of Adult Learning Theory (2001)The Theory and Practice of Online Learning (2008)Reframing Professional Development Through Understanding Authentic Professional Learning (2009)Serious Games : An Overview (2007)Developing a Theory of Gamified Learning (2014)A systematic review of gamification in e-Health (2017)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Property Rights and the Nature of the Firm (1990)The Causal Effect of Education on Earnings (1999)Varieties of Capitalism (2001)Deliberative Policy Analysis (2003)A World of Standards but not a Standard World: Toward a Sociology of Standards and Standardization (2010)Smartmentality: The Smart City as Disciplinary Strategy (2013)
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References

  • 1989Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology75,250 cited
  • 1999Powers of Freedom6,358 cited
  • 2000Powers of freedom: reframing political thought5,663 cited
  • 2003Rules of Play: Game Design Fundamentals5,481 cited
  • 1965Human Capital. A Theoretical and Empirical Analysis, with Special Reference to Education5,146 cited
  • 1970The Modern Practice of Adult Education: From Pedagogy to Andragogy3,918 cited
  • 1990Self-Regulated Learning and Academic Achievement: An Overview3,785 cited
  • 2002Games, Motivation, and Learning: A Research and Practice Model3,257 cited
  • 2020Digital Game-Based Learning2,900 cited
  • 2005Serious Games: Games That Educate, Train, and Inform2,069 cited
  • 2005How can exploratory learning with games and simulations within the curriculum be most effectively evaluated?751 cited
  • 2019Digital Game-Based Learning656 cited
  • 2005The Effectiveness of Instructional Games: A Literature Review and Discussion581 cited
  • 1989Cockpit Resource Management575 cited
  • 2010Video Games in Health Care: Closing the Gap502 cited
  • 2006

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Learning in immersive worlds: A review of game-based learning
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