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A proposal for generic competence assessment in a serious game
16 references·1 citing·31 second hop
A proposal for generic competence assessment in a serious game (2014)A proposal for generic competence assessm…Digital Game-Based Learning (2020)Digital Game-Based LearningA systematic literature review of empirical evidence on computer games and serious games (2012)A systematic literature revie…The Art of Game Design (2008)The Art of Game DesignTeaching for quality learning at university (2008)Teaching for quality learning…Rethinking Assessment in Higher Education (2007)Rethinking Assessment in High…Aligning assessment with long‐term learning (2006)Aligning assessment with long…Serious Games: Games That Educate, Train, and Inform (2005)Serious Games: Games That Edu…Half-Real: Video Games between Real Rules and Fictional Worlds (2005)Half-Real: Video Games betwee…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…A Theory of Fun for Game Design (2004)A Theory of Fun for Game Desi…What video games have to teach us about learning and literacy (2003)What video games have to teac…Tuning Educational Structures in Europe (2003)Tuning Educational Structures…Rules of Play: Game Design Fundamentals (2003)Rules of Play: Game Design Fu…Digital game-based learning (2003)Digital game-based learningTeaching For Quality Learning At University (1999)Teaching For Quality Learning…Serious Games (1970)Serious GamesEl uso de los juegos digitales de simulación en la enseñanza-aprendizaje de la contabilidad (2021)El uso de los juegos digitale…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)The Reflective Practitioner: How Professionals Think in Action (1985)A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives (2001)The revised two‐factor Study Process Questionnaire: R‐SPQ‐2F (2001)The Concept of Mind (2006)Trends in Global Higher Education: Tracking an Academic Revolution (2010)Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature (2001)Games, Motivation, and Learning: A Research and Practice Model (2002)GameFlow (2005)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Handbook of Self-Regulation of Learning and Performance (2017)Situated Learning (1991)A Pedagogy of Multiliteracies: Designing Social Futures (1996)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)Developing a Theory of Gamified Learning (2014)Mapping learning and game mechanics for serious games analysis (2014)A systematic review of gamification in e-Health (2017)Playing for Real (2008)Our Princess Is in Another Castle (2012)Understanding Student Differences (2005)The ‘digital natives’ debate: A critical review of the evidence (2008)ChatGPT: Bullshit spewer or the end of traditional assessments in higher education? (2023)A meta-analysis of the cognitive and motivational effects of serious games. (2013)The Gamification of Learning: a Meta-analysis (2019)Digital Natives, Digital Immigrants Part 1 (2001)
this work references cited by second hop

References

  • 1999Teaching For Quality Learning At University7,559 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2003What video games have to teach us about learning and literacy6,165 cited
  • 2003Rules of Play: Game Design Fundamentals5,481 cited
  • 2008Teaching for quality learning at university4,926 cited
  • 2003Digital game-based learning3,290 cited
  • 2012A systematic literature review of empirical evidence on computer games and serious games3,220 cited
  • 2020Digital Game-Based Learning2,900 cited
  • 2005Half-Real: Video Games between Real Rules and Fictional Worlds2,150 cited
  • 2005Serious Games: Games That Educate, Train, and Inform2,069 cited
  • 2008The Art of Game Design1,919 cited
  • 2006Aligning assessment with long‐term learning1,516 cited
  • 2003Tuning Educational Structures in Europe1,467 cited
  • 2004A Theory of Fun for Game Design1,110 cited
  • 2007Rethinking Assessment in Higher Education1,066 cited
  • 1970Serious Games921 cited

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Cited by

  • 2021El uso de los juegos digitales de simulación en la enseñanza-aprendizaje de la contabilidad10 cited