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Learning principles and interaction design for ‘Green My Place’: A massively multiplayer serious game
9 references·3 citing·31 second hop
Learning principles and interaction design for ‘Green My Place’: A massively multiplayer serious game (2011)Learning principles and interaction desig…The art of game design: a book of lenses (2009)The art of game design: a boo…The Art of Game Design (2008)The Art of Game DesignPersuasive games: the expressive power of videogames (2008)Persuasive games: the express…From a Successful Regional Information Society Strategy to an Advanced Living Lab in Mobile Technologies and Services (2006)From a Successful Regional In…What video games have to teach us about learning and literacy (2004)What video games have to teac…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…A Pattern Language (1977)A Pattern LanguageSchedules of reinforcement. (1957)Schedules of reinforcement.Science and Sanity: An Introduction to Non-Aristotelian Systems and General Semantics. (1942)Science and Sanity: An Introd…An IoT-Based Gamified Approach for Reducing Occupants’ Energy Wastage in Public Buildings (2018)An IoT-Based Gamified Approac…A Design Science Approach To Gamify Education: From Games To Platforms (2015)A Design Science Approach To …Cardiovascular physiology predicts learning effects in a serious game activity (2012)Cardiovascular physiology pre…Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. (1994)A pedagogy of Multiliteracies Designing Social Futures (1996)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Gamifying learning experiences: Practical implications and outcomes (2013)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Experiential Learning : Experience as the Source of Learning and Development (1983)A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives (2001)Science and Human Behavior (1953)ON THE LAW OF EFFECT 1 (1970)Effects of externally mediated rewards on intrinsic motivation. (1971)AN IMPLICIT TECHNOLOGY OF GENERALIZATION 1 (1977)Saving energy in an office environment: A serious game intervention (2014)Energy Efficiency in Public Buildings through Context-Aware Social Computing (2017)Gamification for sustainability: A systematic review of applications, trends, and opportunities (2024)The Lens of Intrinsic Skill Atoms: A Method for Gameful Design (2015)Gamification and Mobile Marketing Effectiveness (2016)Serious games and the gamification of tourism (2016)Democracy of Objects (2011)The role of psychology in understanding the impact of computer games (2011)From Utterance to Text: The Bias of Language in Speech and Writing (1977)Culture and systems of thought: Holistic versus analytic cognition. (2001)Defining academic literacies research (2008)Design Patterns: Elements of Reusable Object-Oriented Software (1994)Place attachment: How far have we come in the last 40 years? (2010)Introducing the “15-Minute City”: Sustainability, Resilience and Place Identity in Future Post-Pandemic Cities (2021)Educational game design for online education (2008)Exploring the potential of computer and video games for health and physical education: A literature review (2009)A theory of work gamification: Something old, something new, something borrowed, something cool? (2016)Studying student differentiation in gamified education: A long-term study (2016)Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial consequences (2019)
this work references cited by second hop

References

  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 1957Schedules of reinforcement.4,887 cited
  • 1977A Pattern Language2,882 cited
  • 2008The Art of Game Design1,906 cited
  • 2008Persuasive games: the expressive power of videogames1,703 cited
  • 2009The art of game design: a book of lenses887 cited
  • 1942Science and Sanity: An Introduction to Non-Aristotelian Systems and General Semantics.862 cited
  • 2004What video games have to teach us about learning and literacy575 cited
  • 2006From a Successful Regional Information Society Strategy to an Advanced Living Lab in Mobile Technologies and Services16 cited

Cited by

  • 2012Cardiovascular physiology predicts learning effects in a serious game activity49 cited
  • 2018An IoT-Based Gamified Approach for Reducing Occupants’ Energy Wastage in Public Buildings47 cited
  • 2015A Design Science Approach To Gamify Education: From Games To Platforms45 cited

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