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A framework for evidence based visual style development for serious games
15 references·0 citing·42 second hop
A framework for evidence based visual style development for serious games (2010)A framework for evidence based visual sty…Taxonomy of Educational Objectives (2014)Taxonomy of Educational Objec…Video Games: A Route to Large-Scale STEM Education? (2009)Video Games: A Route to Large…Computer games and traditional CS courses (2009)Computer games and traditiona…Serious Games : An Overview (2007)Serious Games : An OverviewInteractive story authoring: A viable form of creative expression for the classroom (2007)Interactive story authoring: …Immersive Digital Games: The Interfaces for Next-Generation E-Learning? (2007)Immersive Digital Games: The …The Impact of Student Self-efficacy on Scientific Inquiry Skills: An Exploratory Investigation in River City, a Multi-user Virtual Environment (2006)The Impact of Student Self-ef…A Case for a Formal Design Paradigm for Serious Games. (2006)A Case for a Formal Design Pa…The Effectiveness of Instructional Games: A Literature Review and Discussion (2005)The Effectiveness of Instruct…Replaying history: engaging urban underserved students in learning world history through computer simulation games (2004)Replaying history: engaging u…A Theory of Fun for Game Design (2004)A Theory of Fun for Game Desi…A Revision of Bloom's Taxonomy: An Overview (2002)A Revision of Bloom's Taxonom…Serious Games (1970)Serious GamesTaxonomy of Educational Objectives: The Classification of Educational Goals. (1956)Taxonomy of Educational Objec…Taxonomy of Educational Objectives: The Classification of Educational Goals, Handbook I: Cognitive Domain (1956)Taxonomy of Educational Objec…Interactive-engagement versus traditional methods: A six-thousand-student survey of mechanics test data for introductory physics courses (1998)What video games have to teach us about learning and literacy (2003)What Video Games Have to Teach Us about Learning and Literacy (2004)What is a True Gamer? The Male Gamer Stereotype and the Marginalization of Women in Video Game Culture (2016)Analysis of Students’ Critical Thinking Skill of Middle School through STEM Education Project-Based Learning (2018)Handbook of Game-Based Learning. (2020)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-efficacy: Toward a unifying theory of behavioral change (1978)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)A multi‐user virtual environment for building and assessing higher order inquiry skills in science (2009)A study of learning and motivation in a new media enriched environment for middle school science (2011)Affect and Engagement in Game-BasedLearning Environments (2013)A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives (2001)The essential elements of team‐based learning (2008)Increased Structure and Active Learning Reduce the Achievement Gap in Introductory Biology (2011)Enhancing Student Engagement Using the Flipped Classroom (2014)Digital game-based learning: Towards an experiential gaming model (2005)Serious Games: Games That Educate, Train, and Inform (2005)Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. (2006)Why so serious? On the relation of serious games and learning (2010)Immersive virtual reality serious games for evacuation training and research: A systematic literature review (2018)Gamification of health professions education: a systematic review (2020)Toward a Theory of Intrinsically Motivating Instruction* (1981)Flow: the psychology of optimal experience (1990)Games, Motivation, and Learning: A Research and Practice Model (2002)Relationships Between Game Attributes and Learning Outcomes (2008)Exploring the potential of computer and video games for health and physical education: A literature review (2009)Mobile game‐based learning in secondary education: engagement, motivation and learning in a mobile city game (2009)Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)"Alone together?" (2006)Beyond Play (2007)Beyond Cultural Competence: Critical Consciousness, Social Justice, and Multicultural Education (2009)Student engagement literature review (2010)The Flipped Classroom (2013)Teacher Immediacy as a Predictor of Teaching Effectiveness (1979)Flipping the classroom for English language learners to foster active learning (2014)Improvements from a Flipped Classroom May Simply Be the Fruits of Active Learning (2015)Withdrawing From School (1989)Identification and Assessment of Intercultural Competence as a Student Outcome of Internationalization (2006)Toward an understanding of flow in video games (2008)A User-Centered Theoretical Framework for Meaningful Gamification (2012)An Overview of Serious Games (2014)
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  • 2007Interactive story authoring: A viable form of creative expression for the classroom

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