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From England to Uganda: Children Designing and Evaluating Serious Games
16 references·0 citing·41 second hop
From England to Uganda: Children Designing and Evaluating Serious Games (2014)From England to Uganda: Children Designin…Video Games in Health Care: Closing the Gap (2010)Video Games in Health Care: C…Serious games : mechanisms and effects (2009)Serious games : mechanisms an…Serious games for higher education: a framework for reducing design complexity (2008)Serious games for higher educ…Measuring and defining the experience of immersion in games (2008)Measuring and defining the ex…GameFlow (2005)GameFlowWhat Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Identifying the pitfalls for social interaction in computer-supported collaborative learning environments: a review of the research (2003)Identifying the pitfalls for …How to Design and Report Experiments (2003)How to Design and Report Expe…Why do people use information technology? A critical review of the technology acceptance model (2002)Why do people use information…Children as Respondents in Survey Research: Cognitive Development and Response Quality 1 (2000)Children as Respondents in Su…The ethics of participatory research with children (1998)The ethics of participatory r…The design of children's technology (1998)The design of children's tech…What makes things fun to learn? heuristics for designing instructional computer games (1980)What makes things fun to lear…The Principles of Sociotechnical Design (1976)The Principles of Sociotechni…Beyond boredom and anxiety (1975)Beyond boredom and anxietySerious Games (1970)Serious GamesSituated 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)Foundations of Game-Based Learning (2015)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Time Flies When You’re Having Fun: Cognitive Absorption and Beliefs About Information Technology Usage1 (2000)A systematic literature review of empirical evidence on computer games and serious games (2012)An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games (2015)Conceptualising engagement with digital behaviour change interventions: a systematic review using principles from critical interpretive synthesis (2016)Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990. (1990)From game design elements to gamefulness (2011)Gamification. using game-design elements in non-gaming contexts (2011)The social psychology of telecommunications (1976)The social psychology of telecommunications (1977)Computer-Mediated Communication (1996)Managing virtual teams: A review of current empirical research (2005)Handbook of Self-Regulation of Learning and Performance (2017)The flipped classroom: A review of its advantages and challenges (2018)The Social System (1951)Work teams: Applications and effectiveness. (1990)A design theory for systems that support emergent knowledge processes (2002)Validating the organizational climate measure: links to managerial practices, productivity and innovation (2005)Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)The Technology Acceptance Model: Past, Present, and Future (2003)A meta-analysis of the technology acceptance model (2006)The Technology Acceptance Model: Its past and its future in health care (2009)Diffusion of Innovations 1 (2019)The origins of intelligence in children. (1952)The hidden costs of rewards (1976)Toward a Theory of Intrinsically Motivating Instruction* (1981)What Makes Things Fun to Learn? A Study of Intrinsically Motivating Computer Games. (1981)Job Demands, Job Decision Latitude, and Mental Strain: Implications for Job Redesign (1979)Subjective Well-Being (1984)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)An Overview of Serious Games (2014)Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)The benefits of playing video games. (2013)
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References

  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 1975Beyond boredom and anxiety5,708 cited
  • 2002Why do people use information technology? A critical review of the technology acceptance model4,250 cited
  • 2005GameFlow2,365 cited
  • 2008Measuring and defining the experience of immersion in games2,207 cited
  • 2003Identifying the pitfalls for social interaction in computer-supported collaborative learning environments: a review of the research1,711 cited
  • 1976The Principles of Sociotechnical Design1,059 cited
  • 1970Serious Games921 cited
  • 2009Serious games : mechanisms and effects841 cited
  • 1980What makes things fun to learn? heuristics for designing instructional computer games785 cited
  • 2003How to Design and Report Experiments646 cited
  • 1998The ethics of participatory research with children569 cited
  • 2010Video Games in Health Care: Closing the Gap539 cited
  • 2000Children as Respondents in Survey Research: Cognitive Development and Response Quality 1514 cited
  • 1998The design of children's technology478 cited
  • 2008Serious games for higher education: a framework for reducing design complexity

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