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Visualisation of student learning model in serious games
4 references·7 citing·35 second hop
Visualisation of student learning model in serious games (2014)Visualisation of student learning model i…Taxonomy of Educational Objectives, Handbook I: Cognitive Domain (2010)Taxonomy of Educational Objec…A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives (2001)A taxonomy for learning, teac…Taxonomy of Educational Objectives. Handbook I: Cognitive Domain (1966)Taxonomy of Educational Objec…Taxonomy of Educational Objectives: The Classification of Educational Goals, Handbook I: Cognitive Domain (1956)Taxonomy of Educational Objec…Learning Outcomes, Motivation, and Satisfaction in Gamified English Vocabulary Learning (2023)Learning Outcomes, Motivation…Learning analytics for enhancing the usability of serious games in formal education: A systematic literature review and research agenda (2022)Learning analytics for enhanc…Utilizing Game Analytics to Inform and Validate Digital Game-based Assessment with Evidence-centered Game Design: A Case Study (2020)Utilizing Game Analytics to I…FuzzEG: Fuzzy logic for adaptive scenarios in an educational adventure game (2019)FuzzEG: Fuzzy logic for adapt…A Meta-Analysis of Use of Serious Games in Education over a Decade (2019)A Meta-Analysis of Use of Ser…Learning Analytics as an Assessment Tool in Serious Games: A Review of Literature (2017)Learning Analytics as an Asse…Adaptivity in scenarios in an educational adventure game (2017)Adaptivity in scenarios in an…Editorial: Play and learn: potentials of game‐based learning (2007)Evaluating multiple aspects of a digital educational problem-solving-based adventure game (2013)Learning with quizzes, simulations, and adventures: Students' attitudes, perceptions and intentions to learn with different types of serious games (2015)A systematic literature review of empirical evidence on computer games and serious games (2012)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Mapping learning and game mechanics for serious games analysis (2014)The impact of gamification on learning and instruction: A systematic review of empirical evidence (2020)Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)Serious Games and Gamification in Healthcare: A Meta-Review (2023)Combining Software Games with Education: Evaluation of its Educational Effectiveness (2005)On the usability and likeability of virtual reality games for education: The case of VR-ENGAGE (2006)Individualization in serious games: A systematic review of the literature on the aspects of the players to adapt to (2021)Player Modeling and Adaptation Methods Within Adaptive Serious Games (2022)Fuzzy-based dynamic difficulty adjustment of an educational 3D-game (2023)Educational Researcher (2010)Game-based Learning and 21st century skills: A review of recent research (2016)Beyond the Traditional: A Systematic Review of Digital Game-Based Assessment for Students’ Knowledge, Skills, and Affections (2023)The PRISMA Statement for Reporting Systematic Reviews and Meta-Analyses of Studies That Evaluate Health Care Interventions: Explanation and Elaboration (2009)Motivating Children to Learn Effectively: Exploring the Value of Intrinsic Integration in Educational Games (2011)The effect of games and simulations on higher education: a systematic literature review (2017)Serious Games in Digital Gaming: A Comprehensive Review of Applications, Game Engines and Advancements (2023)The use of Digital Game-Based Learning (DGBL) in teachers’ training: a scoping review (2023)A meta systematic review of artificial intelligence in higher education: a call for increased ethics, collaboration, and rigour (2024)A Manual for the Use of the Motivated Strategies for Learning Questionnaire (MSLQ). (1991)From game design elements to gamefulness (2011)Perceived locus of causality and internalization: Examining reasons for acting in two domains. (1989)Teaching For Quality Learning At University (1999)Improving Students’ Learning With Effective Learning Techniques (2013)Teaching For Quality Learning At University (1999)A Revision of Bloom's Taxonomy: An Overview (2002)The Development of Epistemological Theories: Beliefs About Knowledge and Knowing and Their Relation to Learning (1997)Identification and Assessment of Intercultural Competence as a Student Outcome of Internationalization (2006)1: Mastery Learning (1976)The Role of the Laboratory in Science Teaching: Neglected Aspects of Research (1982)The Theory and Practice of Online Learning (2008)
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References

  • 2001A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives13,929 cited
  • 1956Taxonomy of Educational Objectives: The Classification of Educational Goals, Handbook I: Cognitive Domain9,342 cited
  • 1966Taxonomy of Educational Objectives. Handbook I: Cognitive Domain4,642 cited
  • 2010Taxonomy of Educational Objectives, Handbook I: Cognitive Domain2,327 cited

Cited by

  • 2019A Meta-Analysis of Use of Serious Games in Education over a Decade656 cited
  • 2019FuzzEG: Fuzzy logic for adaptive scenarios in an educational adventure game54 cited
  • 2022Learning analytics for enhancing the usability of serious games in formal education: A systematic literature review and research agenda47 cited
  • 2020Utilizing Game Analytics to Inform and Validate Digital Game-based Assessment with Evidence-centered Game Design: A Case Study32 cited
  • 2023Learning Outcomes, Motivation, and Satisfaction in Gamified English Vocabulary Learning29 cited
  • 2017Adaptivity in scenarios in an educational adventure game29 cited
  • 2017Learning Analytics as an Assessment Tool in Serious Games: A Review of Literature24 cited

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