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Evaluating the impact of a cloud-based serious game on obese people
9 references·3 citing·50 second hop
Evaluating the impact of a cloud-based serious game on obese people (2013)Evaluating the impact of a cloud-based se…Designing collaborative multiplayer serious games (2013)Designing collaborative multi…The changing nature of user attitudes toward virtual world technology: A longitudinal study (2012)The changing nature of user a…Serious games for health (2010)Serious games for healthInternet use, videogame playing and cell phone use as predictors of children’s body mass index (BMI), body weight, academic performance, and social and overall self-esteem (2010)Internet use, videogame playi…Evaluating learners’ motivational and cognitive processing in an online game-based learning environment (2010)Evaluating learners’ motivati…Measurement of Cognitive Load in Instructional Research (1994)Measurement of Cognitive Load…Motivational Design of Instruction (1983)Motivational Design of Instru…Instructional Design Theories and Models (1983)Instructional Design Theories…Serious Games (1970)Serious GamesUNDERSTANDING UNIVERSITY STUDENT'S INTENTION TO USE QUALITY CLOUD STORAGE SERVICES (2020)UNDERSTANDING UNIVERSITY STUD…Can gamification be introduced within primary classes (2015)Can gamification be introduce…Examining key design decisions involved in developing a serious game for child sexual abuse prevention (2014)Examining key design decision…Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)What Video Games Have to Teach Us about Learning and Literacy (2004)Adaptive gamification in Collaborative systems, a systematic mapping study (2020)Examining the characteristics of game-based learning: A content analysis and design framework (2020)A Systematic Review of Serious Games for Collaborative Learning: Theoretical Framework, Game Mechanic and Efficiency Assessment (2021)A case study of the in-class use of a video game for teaching high school history (2010)Digital and Media Literacy: A Plan of Action (2010)Learning cultural heritage by serious games (2013)Videojuegos frente a fichas impresas en la intervención didáctica con alumnado con necesidades educativas especiales (2016)Multiple intelligences and video games: Assessment and intervention with TOI software (2018)Bibliometría aplicada a la gamificación como estrategia digital de aprendizaje (2019)Self-efficacy: the exercise of control (1997)Self-Efficacy: The Exercise of Control (1999)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Digital Game-Based Learning Supports Student Motivation, Cognitive Success, and Performance Outcomes. (2014)Embodied interactive video lectures for improving learning comprehension and retention (2017)Using PLS-SEM Model to Explore the Influencing Factors of Learning Satisfaction in Blended Learning (2021)Society and the Adolescent Self-Image (1965)The Perceived Competence Scale for Children (1982)Gender and the Internet: Women Communicating and Men Searching (2001)The effects of mobile phone use on academic performance: A meta-analysis (2018)Smartphone use and academic performance: A literature review (2020)The impact of eSports and online video gaming on lifestyle behaviours in youth: A systematic review (2021)Cognitive Load During Problem Solving: Effects on Learning (1988)Cognitive Load Theory and the Format of Instruction (1991)Training strategies for attaining transfer of problem-solving skill in statistics: A cognitive-load approach. (1992)The measurement of drivers' mental workload (1996)A Reconsideration of Cognitive Load Theory (2007)Using Electroencephalography to Measure Cognitive Load (2010)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)User Acceptance of Information Technology: Toward A Unified View1 (2003)Institutional boundaries and trust of virtual teams in collaborative design: An experimental study in a virtual world environment (2014)Meanings of communication technology in virtual team meetings: Framing technology-related interaction (2017)Diffusion of Innovations 1 (2019)Personalizing 3D virtual fashion stores: an action research approach to modularity development (2021)Considerations for the design of exergames (2007)Playing for Real (2008)Exploring the potential of computer and video games for health and physical education: A literature review (2009)Personalized and Adaptive Serious Games (2016)How Gamification Affects Physical Activity (2017)Developing Theory-Driven, Evidence-Based Serious Games for Health: Framework Based on Research Community Insights (2019)Development and use of the ARCS model of instructional design (1987)Toward a design theory of problem solving (2000)Web-Based Virtual Learning Environments: A Research Framework and a Preliminary Assessment of Effectiveness in Basic it Skills Training1 (2001)The Impact of Classroom Evaluation Practices on Students (1988)The Theory and Practice of Online Learning (2008)Toward an understanding of flow in video games (2008)A User-Centered Theoretical Framework for Meaningful Gamification (2012)An Overview of Serious Games (2014)
this work references cited by second hop

References

  • 1983Instructional Design Theories and Models2,192 cited
  • 1983Motivational Design of Instruction1,247 cited
  • 1970Serious Games921 cited
  • 1994Measurement of Cognitive Load in Instructional Research731 cited
  • 2010Serious games for health200 cited
  • 2010Evaluating learners’ motivational and cognitive processing in an online game-based learning environment178 cited
  • 2010Internet use, videogame playing and cell phone use as predictors of children’s body mass index (BMI), body weight, academic performance, and social and overall self-esteem143 cited
  • 2013Designing collaborative multiplayer serious games94 cited
  • 2012The changing nature of user attitudes toward virtual world technology: A longitudinal study40 cited

Cited by

  • 2015Can gamification be introduced within primary classes44 cited
  • 2014Examining key design decisions involved in developing a serious game for child sexual abuse prevention31 cited
  • 2020UNDERSTANDING UNIVERSITY STUDENT'S INTENTION TO USE QUALITY CLOUD STORAGE SERVICES7 cited

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