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Do Serious Games Work? Results from Three Studies
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Do Serious Games Work? Results from Three Studies (2009)Do Serious Games Work? Results from Three…Integration of Digital Games in Learning and E-learning Environments: Connecting Experiences and Context (2015)Integration of Digital Games …Serious games: A journey from research to application (2014)Serious games: A journey from…Learning when serious: Psychophysiological evaluation of a technology-enhanced learning game (2014)Learning when serious: Psycho…A case study on Service-Oriented Architecture for Serious Games (2014)A case study on Service-Orien…Using a Serious Game Approach to Teach 'Operator Precedence' to Introductory Programming Students (2013)Using a Serious Game Approach…Learning loops – interactions between guided reflection and experience‐based learning in a serious game activity (2013)Learning loops – interactions…Assessment in and of Serious Games: An Overview (2013)Assessment in and of Serious …Review of Research on Computer Games (2011)Review of Research on Compute…Uncharted waters? (2010)Uncharted waters?Lessons from a course on serious games research and prototyping (2010)Lessons from a course on seri…Mind in Society: The Development of Higher Psychological Processes (1978)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)Learning in balance: Using oscillatory EEG biomarkers of attention, motivation and vigilance to interpret game-based learning (2014)A Meta-Analysis of Use of Serious Games in Education over a Decade (2019)Flow: the psychology of optimal experience (1990)A systematic literature review of empirical evidence on computer games and serious games (2012)Business Management Simulations – a detailed industry analysis as well as recommendations for the future (2016)Emerging Practices in Game-Based Assessment (2019)Dive in the Past: A Serious Game to Promote the Underwater Cultural Heritage of the Mediterranean Sea (2021)What Video Games Have to Teach Us about Learning and Literacy (2004)Assessing the effectiveness of digital game-based learning: Best practices (2015)The effect of games and simulations on higher education: a systematic literature review (2017)Serious Games (1970)Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching (2006)Scratch (2009)Crafting Game-Based Learning: An Analysis of Lessons for Minecraft Education Edition (2020)A Coefficient of Agreement for Nominal Scales (1960)Qualitative Data Analysis: An Expanded Sourcebook (1994)Task-based Language Learning and Teaching (2003)Beyond Nintendo: design and assessment of educational video games for first and second grade students (2002)Serious Games : An Overview (2007)Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2008)Gender-based Engagement Model for Serious Games (2018)A Theory of Fun for Game Design (2004)Using thematic analysis in psychology (2006)Teaching Students About Plagiarism Using a Serious Game (Plagi-Warfare): Design and Evaluation Study (2022)The 2 Sigma Problem: The Search for Methods of Group Instruction as Effective as One-to-One Tutoring (1984)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)What video games have to teach us about learning and literacy (2003)The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)Design Case: Implementing Gamification with ARCS to Engage Digital Natives (2019)Volcanoes in video games: the portrayal of volcanoes in commercial off-the-shelf (COTS) video games and their learning potential (2021)Building a Digital Educational Escape Room Using an Online Design-Thinking Process (2023)Games, Motivation, and Learning: A Research and Practice Model (2002)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Personalized messages in a brewery educational simulation: Is the personalization principle less robust than previously thought? (2013)Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. (2017)
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Cited by

  • 2013Assessment in and of Serious Games: An Overview662 cited
  • 2011Review of Research on Computer Games122 cited
  • 2014A case study on Service-Oriented Architecture for Serious Games40 cited
  • 2010Lessons from a course on serious games research and prototyping33 cited
  • 2014Serious games: A journey from research to application30 cited
  • 2014Learning when serious: Psychophysiological evaluation of a technology-enhanced learning game30 cited
  • 2013Learning loops – interactions between guided reflection and experience‐based learning in a serious game activity26 cited
  • 2015Integration of Digital Games in Learning and E-learning Environments: Connecting Experiences and Context25 cited
  • 2013Using a Serious Game Approach to Teach 'Operator Precedence' to Introductory Programming Students24 cited
  • 2010Uncharted waters?21 cited

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