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Leveraging game-informed healthcare education
9 references·4 citing·44 second hop
Leveraging game-informed healthcare education (2008)Leveraging game-informed healthcare educa…Digital Game-Based Learning (2019)Digital Game-Based LearningTaxonomy of Educational Objectives (2014)Taxonomy of Educational Objec…The Taxonomy of Educational Objectives (2012)The Taxonomy of Educational O…Learning by Design: Good Video Games as Learning Machines (2005)Learning by Design: Good Vide…Game-Informed Learning: Applying Computer Game Processes to Higher Education (2005)Game-Informed Learning: Apply…Educational games in an obstetrics and gynecology core curriculum (2005)Educational games in an obste…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Digital game-based learning (2003)Digital game-based learningToward a Theory of Intrinsically Motivating Instruction* (1981)Toward a Theory of Intrinsica…Digital games in medical education:Key terms, concepts, and definitions (2017)Digital games in medical educ…Digital games in health professions education: Advantages, disadvantages, and game engagement factors (2017)Digital games in health profe…The Use of Digital Games and Simulators in Veterinary Education: An Overview with Examples (2012)The Use of Digital Games and …A conceptual framework for serious games and its validation (2010)A conceptual framework for se…Mind in Society: The Development of Higher Psychological Processes (1978)Experiential Learning : Experience as the Source of Learning and Development (1983)Communities of practice learning, meaning, and identity (1999)World of VocCraft: Computer Games and Swedish Learners’ L2 English Vocabulary (2012)Increasing student engagement through virtual interactions: How? (2018)Science and Human Behavior (1953)Human Problem Solving (1972)Beyond boredom and anxiety (1975)Motivational and self-regulated learning components of classroom academic performance. (1990)The psychology of curiosity: A review and reinterpretation. (1994)Focus on Formative Feedback (2008)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)Experience and Education. (1938)Experience and Education (1986)The approaches to learning of students in a traditional and in an innovative problem‐based medical school (1986)Students’ likes and dislikes regarding student-activating and lecture-based educational settings: Consequences for students’ perceptions of the learning environment, student learning and performance (2008)Twelve tips for maximizing the effectiveness of game-based learning (2015)Effects of flipped classrooms integrated with MOOCs and game-based learning on the learning motivation and outcomes of students from different backgrounds (2018)Editorial: Play and learn: potentials of game‐based learning (2007)Third generation educational use of computer games (2007)Serious Games, Debriefing, and Simulation/Gaming as a Discipline (2010)EMPIRICAL EXAMINATION OF THE ADOPTION OF ZOOM SOFTWARE DURING COVID-19 PANDEMIC: ZOOM TAM (2020)The effect on education and training (2024)Educational game design for online education (2008)A concept map-embedded educational computer game for improving students' learning performance in natural science courses (2013)Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness (2013)Digital Game-Based Learning (2020)What video games have to teach us about learning and literacy (2003)Investigating the impact of video games on high school students’ engagement and learning about genetics (2009)The maturing of gamification research (2017)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)The Role of the Laboratory in Science Teaching: Neglected Aspects of Research (1982)The Impact of Classroom Evaluation Practices on Students (1988)Formative assessment in higher education: Moves towards theory and the enhancement of pedagogic practice (2003)Digital Natives, Digital Immigrants Part 1 (2001)The Theory and Practice of Online Learning (2008)Foundations of Game-Based Learning (2015)
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References

  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2012The Taxonomy of Educational Objectives4,103 cited
  • 2003Digital game-based learning3,104 cited
  • 2014Taxonomy of Educational Objectives2,469 cited
  • 1981Toward a Theory of Intrinsically Motivating Instruction*2,197 cited
  • 2005Learning by Design: Good Video Games as Learning Machines829 cited
  • 2019Digital Game-Based Learning656 cited
  • 2005Educational games in an obstetrics and gynecology core curriculum105 cited
  • 2005Game-Informed Learning: Applying Computer Game Processes to Higher Education78 cited

Cited by

  • 2012The Use of Digital Games and Simulators in Veterinary Education: An Overview with Examples50 cited
  • 2017Digital games in medical education:Key terms, concepts, and definitions50 cited
  • 2010A conceptual framework for serious games and its validation48 cited
  • 2017Digital games in health professions education: Advantages, disadvantages, and game engagement factors38 cited

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