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The Serious Game: What Educational Benefits?
4 references·11 citing·44 second hop
The Serious Game: What Educational Benefits? (2012)The Serious Game: What Educational Benefi…Making Learning Fun : A Taxonomy of Intrinsic Motivations for Learning (2021)Making Learning Fun : A Taxon…An instructional design framework for authentic learning environments (2000)An instructional design frame…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…Pensée et langage (1985)Pensée et langagePersonalized Gamification for Learning: A Reactive Chatbot Architecture Proposal (2023)Personalized Gamification for…«Let’s Go Deep into the Game to Save Our Planet!» How an Immersive and Educational Video Game Reduces Psychological Distance and Raises Awareness (2022)«Let’s Go Deep into the Game …The educational value of virtual ecologies in Red Dead Redemption 2 (2021)The educational value of virt…Effectiveness of Serious Games for Safety Training: A Mixed Method Study (2021)Effectiveness of Serious Game…Perceived Importance of Authentic Learning Factors in Designing Construction Safety Simulation Game-Based Assignment: Random Forest Approach (2020)Perceived Importance of Authe…CyberVR (2020)CyberVRPractical Methodology for the Design of Educational Serious Games (2019)Practical Methodology for the…Exploring the effects of a serious game-based learning package for disaster prevention education: The case of Battle of Flooding Protection (2019)Exploring the effects of a se…Evaluating GSD-Aware (2019)Evaluating GSD-AwareSerious games in K-12 education (2017)Serious games in K-12 educati…A Serious Game for Learning C Programming Language Concepts Using Solo Taxonomy (2017)A Serious Game for Learning C…The Discovery of Grounded Theory: Strategies for Qualitative Research. (1968)Mind in Society: The Development of Higher Psychological Processes (1978)Qualitative Data Analysis: An Expanded Sourcebook (1994)A five-dimensional framework for authentic assessment (2004)Meaningful interaction in web-based learning: A social constructivist interpretation (2007)Conducting Educational Design Research (2018)Towards a Model of School-based Curriculum Development and Assessment Using the SOLO Taxonomy (1989)What video games have to teach us about learning and literacy (2003)Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2008)Serious Games in Digital Gaming: A Comprehensive Review of Applications, Game Engines and Advancements (2023)What Video Games Have to Teach Us about Learning and Literacy (2004)Diagnostic and Statistical Manual of Mental Disorders (2013)A Qualitative Meta-Analysis on the Use of Serious Games to Support Learners with Intellectual and Developmental Disabilities: What We Know, What We Need to Know and What We Can Do (2020)Subliminal Training Techniques for Cognitive, Emotional and Behavioural Balance. The role of Emerging Technologies (2022)Women with Special Educational Needs. Policies & ICT for Integration & Equality (2022)Experiential Learning : Experience as the Source of Learning and Development (1983)Application of cognitive, skill-based, and affective theories of learning outcomes to new methods of training evaluation. (1993)Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games (1996)A review of digital serious games for tsunami risk communication (2021)A Mixed-Methods Study of Cultural Heritage Learning through Playing a Serious Game (2022)Teaching Floods in the Context of Climate Change with the Use of Official Cartographic Viewers (Spain) (2022)Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. (2006)Mapping learning and game mechanics for serious games analysis (2014)An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games (2015)A Conceptual Model of Analogue Gamification to Enhance Learners' Motivation and Attitude (2021)Designing cognitive-based game mechanisms for mobile educational games to promote cognitive thinking: an analysis of flow state and game-based learning behavioral patterns (2021)Gamification and Soft Skills Assessment in the Development of a Serious Game: Design and Feasibility Pilot Study (2023)Does Active Learning Work? A Review of the Research (2004)Where's the evidence that active learning works? (2006)The benefits of playing video games. (2013)People and nature: The emerging signature of a relational journal (2022)Games, Motivation, and Learning: A Research and Practice Model (2002)Digital game-based learning: Towards an experiential gaming model (2005)Learning Styles and Learning Spaces: Enhancing Experiential Learning in Higher Education (2005)Determinants of continuance intention to use chatbots in retail settings: self-esteem as a moderator (2025)Le système complexe et cohérent des pratiques des enseignants de mathématiques: Une double approche (2002)Managing the Complexity of Human/Machine Interactions in Computerized Learning Environments: Guiding Students’ Command Process through Instrumental Orchestrations (2004)Argumentation in Science Education: An Overview (2007)Subjective well-being: Three decades of progress. (1999)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)The benefits of being present: Mindfulness and its role in psychological well-being. (2003)Motivating Project-Based Learning: Sustaining the Doing, Supporting the Learning (1991)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Achieving transformative sustainability learning: engaging head, hands and heart (2008)
this work references cited by second hop

References

  • 1990Flow: the psychology of optimal experience12,637 cited
  • 2000An instructional design framework for authentic learning environments1,418 cited
  • 2021Making Learning Fun : A Taxonomy of Intrinsic Motivations for Learning907 cited
  • 1985Pensée et langage489 cited

Cited by

  • 2019Exploring the effects of a serious game-based learning package for disaster prevention education: The case of Battle of Flooding Protection126 cited
  • 2017Serious games in K-12 education101 cited
  • 2019Practical Methodology for the Design of Educational Serious Games99 cited
  • 2021The educational value of virtual ecologies in Red Dead Redemption 247 cited
  • 2017A Serious Game for Learning C Programming Language Concepts Using Solo Taxonomy46 cited
  • 2023Personalized Gamification for Learning: A Reactive Chatbot Architecture Proposal46 cited
  • 2021Effectiveness of Serious Games for Safety Training: A Mixed Method Study40 cited
  • 2020Perceived Importance of Authentic Learning Factors in Designing Construction Safety Simulation Game-Based Assignment: Random Forest Approach36 cited
  • 2020CyberVR36 cited
  • 2022«Let’s Go Deep into the Game to Save Our Planet!» How an Immersive and Educational Video Game Reduces Psychological Distance and Raises Awareness32 cited

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  • 2019Evaluating GSD-Aware29 cited