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Empirical evaluation of an educational game on software measurement
14 references·2 citing·34 second hop
Empirical evaluation of an educational game on software measurement (2008)Empirical evaluation of an educational ga…Digital Game-Based Learning (2020)Digital Game-Based LearningDesigning Instructional Systems (2016)Designing Instructional Syste…Games and Simulations (2009)Games and SimulationsEvaluating Training Programs : The Four Levels (2009)Evaluating Training Programs …Comprehensive Evaluation of an Educational Software Engineering Simulation Environment (2007)Comprehensive Evaluation of a…Cognitive science implications for enhancing training effectiveness in a serious gaming context (2007)Cognitive science implication…Serious Games: Games That Educate, Train, and Inform (2005)Serious Games: Games That Edu…Problems and Programmers: an educational software engineering card game (2003)Problems and Programmers: an …Digital game-based learning (2003)Digital game-based learningThe educational potential of electronic games : From games-to-teach to games-to-learn (2001)The educational potential of …A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives (2001)A taxonomy for learning, teac…Situated cognition and learning environments: Roles, structures, and implications for design (1995)Situated cognition and learni…Serious Games (1970)Serious GamesTRAINING AND DEVELOPMENT HANDBOOK. (1967)TRAINING AND DEVELOPMENT HAND…Experimental Evaluation of a Serious Game for Teaching Software Process Modeling (2015)Experimental Evaluation of a …Ludic Learning (2013)Ludic LearningThe magical number seven, plus or minus two: Some limits on our capacity for processing information. (1956)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1994)Motivation and Personality (1997)Designing Effective Serious Games: Opportunities and Challenges for Research (2010)A serious game model for cultural heritage (2012)Research Note—Gamification of Technology-Mediated Training: Not All Competitions Are the Same (2016)Mind in Society: The Development of Higher Psychological Processes (1978)Cognition in Practice (1988)Situated Cognition and the Culture of Learning (1989)The foundations and assumptions of technology-enhanced student-centered learning environments (1997)Addressing the Challenges of Inquiry-Based Learning Through Technology and Curriculum Design (1999)Facilitating online discussions effectively (2007)Serious Games : An Overview (2007)Developing a Theory of Gamified Learning (2014)A systematic review of gamification in e-Health (2017)THE INFLUENCE OF TRAINEE ATTITUDES ON TRAINING EFFECTIVENESS: TEST OF A MODEL (1986)Applying trained skills on the job: The importance of the work environment. (1995)The flawed four‐level evaluation model (1996)A critical analysis of evaluation practice: the Kirkpatrick model and the principle of beneficence (2004)The Science of Training and Development in Organizations (2012)Teaching For Quality Learning At University (1999)A Revision of Bloom's Taxonomy: An Overview (2002)The use of flipped classrooms in higher education: A scoping review (2015)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)Computer-based microworlds: A bridge between constructivism and direct instruction (1992)Educational Development and Developmental Research in Mathematics Education (1994)Task Analysis Methods for Instructional Design (1998)Toward an understanding of flow in video games (2008)A User-Centered Theoretical Framework for Meaningful Gamification (2012)An Overview of Serious Games (2014)Digital Natives, Digital Immigrants Part 1 (2001)Foundations of Game-Based Learning (2015)
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  • 2005Serious Games: Games That Educate, Train, and Inform2,069 cited
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  • 2013Ludic Learning54 cited

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2015
Experimental Evaluation of a Serious Game for Teaching Software Process Modeling
43 cited