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Serious Games for education and training
16 references·15 citing·37 second hop
Serious Games for education and training (2014)Serious Games for education and trainingDigital Game-Based Learning (2020)Digital Game-Based LearningChild's Conception of the World (2013)Child's Conception of the Wor…A systematic literature review of empirical evidence on computer games and serious games (2012)A systematic literature revie…Evaluating Training Programs : The Four Levels (2009)Evaluating Training Programs …Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching (2006)Why Minimal Guidance During I…GameFlow (2005)GameFlowWhat Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…What video games have to teach us about learning and literacy (2003)What video games have to teac…Digital game-based learning (2003)Digital game-based learningSECI, Ba and Leadership: a Unified Model of Dynamic Knowledge Creation (2000)SECI, Ba and Leadership: a Un…Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…Cognitive Load During Problem Solving: Effects on Learning (1988)Cognitive Load During Problem…Experiential Learning (1984)Experiential LearningTaxonomy of Educational Objectives: The Classification of Educational Goals, Handbook I: Cognitive Domain (1956)Taxonomy of Educational Objec…How We Think (1910)How We ThinkThe Impact of Serious Games in Economic and Business Education: A Case of ERP Business Simulation (2022)The Impact of Serious Games i…ATHENA Research Book,Volume 1 (2022)ATHENA Research Book,Volume 1Serious games in management education: An acceptance analysis (2021)Serious games in management e…Gamification and cultural institutions in cultural heritage promotion: a successful example from Italy (2021)Gamification and cultural ins…Evaluating the Effectiveness of an Augmented Reality Game Promoting Environmental Action (2021)Evaluating the Effectiveness …Challenges in Serious Game Design and Development: Educators’ Experiences (2020)Challenges in Serious Game De…Empathic Robot for Group Learning (2019)Empathic Robot for Group Lear…Traditional games in elementary school: Relationships of student’s personality traits, motivation and experience with learning outcomes (2018)Traditional games in elementa…Employee Profiles and Preferences towards IoT-enabled Gamification for Energy Conservation (2018)Employee Profiles and Prefere…Serious Games in Preschool and Primary Education: Benefits And Impacts on Curriculum Course Syllabus (2017)Serious Games in Preschool an…Brain activity: beta wave analysis of 2D and 3D serious games using EEG (2017)Brain activity: beta wave ana…Using serious games to manage knowledge and competencies: The seven-step development process (2016)Using serious games to manage…How people learn while playing serious games: A computational modelling approach (2016)How people learn while playin…Using serious games to manage knowledge: The SECI model perspective (2015)Using serious games to manage…A Game-like Application for Dance Learning Using a Natural Human Computer Interface (2015)A Game-like Application for D…The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1956)Experiential Learning : Experience as the Source of Learning and Development (1983)Those Who Understand: Knowledge Growth in Teaching (1986)Scaffolding and Achievement in Problem-Based and Inquiry Learning: A Response to Kirschner, Sweller, and Clark (2006) (2007)Cognitive Load Theory (2011)The ICAP Framework: Linking Cognitive Engagement to Active Learning Outcomes (2014)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)Perception in chess (1973)Toward a Theory of Situation Awareness in Dynamic Systems (1995)Cognitive Architecture and Instructional Design (1998)THE ACT OF DISCOVERY (2006)Firm Resources and Sustained Competitive Advantage (1991)Firm resources and sustained competitive advantage (2004)Knowledge bases and regional innovation systems: Comparing Nordic clusters (2005)Knowledge sharing behavior in virtual communities: The relationship between trust, self-efficacy, and outcome expectations (2006)Perspective—Tacit Knowledge and Knowledge Conversion: Controversy and Advancement in Organizational Knowledge Creation Theory (2009)Situated Learning (1991)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Foundations of Game-Based Learning (2015)The flawed four‐level evaluation model (1996)A critical analysis of evaluation practice: the Kirkpatrick model and the principle of beneficence (2004)The Science of Training and Development in Organizations (2012)Teachers' Beliefs and Educational Research: Cleaning up a Messy Construct (1992)Critical Inquiry in a Text-Based Environment: Computer Conferencing in Higher Education (1999)Subjective well-being: Three decades of progress. (1999)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)The benefits of being present: Mindfulness and its role in psychological well-being. (2003)Withdrawing From School (1989)A Revision of Bloom's Taxonomy: An Overview (2002)Identification and Assessment of Intercultural Competence as a Student Outcome of Internationalization (2006)Event tourism: Definition, evolution, and research (2007)Measuring and defining the experience of immersion in games (2008)
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References

  • 1990Flow: the psychology of optimal experience12,637 cited
  • 1988Cognitive Load During Problem Solving: Effects on Learning10,975 cited
  • 1991Flow: The Psychology of Optimal Experience9,395 cited
  • 1956Taxonomy of Educational Objectives: The Classification of Educational Goals, Handbook I: Cognitive Domain9,342 cited
  • 2006Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching6,900 cited
  • 1910How We Think6,764 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 2009Evaluating Training Programs : The Four Levels4,738 cited
  • 2000SECI, Ba and Leadership: a Unified Model of Dynamic Knowledge Creation4,132 cited
  • 1984Experiential Learning3,141 cited
  • 2003Digital game-based learning3,104 cited
  • 2020Digital Game-Based Learning2,893 cited
  • 2012A systematic literature review of empirical evidence on computer games and serious games2,890 cited
  • 2013Child's Conception of the World2,675 cited

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  • 2005GameFlow2,122 cited
  • Cited by

    • 2020Challenges in Serious Game Design and Development: Educators’ Experiences124 cited
    • 2017Serious Games in Preschool and Primary Education: Benefits And Impacts on Curriculum Course Syllabus121 cited
    • 2018Traditional games in elementary school: Relationships of student’s personality traits, motivation and experience with learning outcomes105 cited
    • 2019Empathic Robot for Group Learning95 cited
    • 2021Serious games in management education: An acceptance analysis88 cited
    • 2016How people learn while playing serious games: A computational modelling approach86 cited
    • 2021Gamification and cultural institutions in cultural heritage promotion: a successful example from Italy77 cited
    • 2021Evaluating the Effectiveness of an Augmented Reality Game Promoting Environmental Action73 cited
    • 2015Using serious games to manage knowledge: The SECI model perspective63 cited
    • 2022The Impact of Serious Games in Economic and Business Education: A Case of ERP Business Simulation52 cited
    • 2017Brain activity: beta wave analysis of 2D and 3D serious games using EEG44 cited
    • 2018Employee Profiles and Preferences towards IoT-enabled Gamification for Energy Conservation44 cited
    • 2015A Game-like Application for Dance Learning Using a Natural Human Computer Interface43 cited
    • 2016Using serious games to manage knowledge and competencies: The seven-step development process40 cited
    • 2022ATHENA Research Book,Volume 11 cited