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Distinguishing between games and simulations: A systematic review
9 references·16 citing·48 second hop
Distinguishing between games and simulations: A systematic review (2007)Distinguishing between games and simulati…Video Games and the Future of Learning (2005)Video Games and the Future of…Mobile learning with a mobile game: design and motivational effects (2005)Mobile learning with a mobile…Engaging by design: How engagement strategies in popular computer and video games can inform instructional design (2005)Engaging by design: How engag…Enabling, facilitating, and inhibiting effects of animations in multimedia learning: Why reduction of cognitive load can have negative results on learning (2005)Enabling, facilitating, and i…Educating the Net Generation (2005)Educating the Net GenerationCombining Software Games with Education: Evaluation of its Educational Effectiveness (2005)Combining Software Games with…A framework for fostering a community of practice: scaffolding learners through an evolving continuum (2005)A framework for fostering a c…The educational benefits of videogames (2002)The educational benefits of v…Games, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…Representational scaffolding in digital simulations – learning professional practices in higher education (2022)Representational scaffolding …Gamification in pharmacy education: a systematic quantitative literature review (2022)Gamification in pharmacy educ…Game-based learning in undergraduate nursing education: A systematic review of mixed-method studies (2022)Game-based learning in underg…Game-Based Learning in Project Sustainability Management Education (2021)Game-Based Learning in Projec…Cultural Heritage and Communication through Simulation Videogames—A Validation of Minecraft (2019)Cultural Heritage and Communi…Categorizing Game Design Elements into Educational Game Design Fundamentals (2019)Categorizing Game Design Elem…Practicing Lean strategy: Hoshin Kanri and X-Matrix in a healthcare-centered simulation (2017)Practicing Lean strategy: Hos…Digital games in medical education:Key terms, concepts, and definitions (2017)Digital games in medical educ…Digital games in health professions education: Advantages, disadvantages, and game engagement factors (2017)Digital games in health profe…Teaching History With Digital Historical Games (2016)Teaching History With Digital…Enhancing Teacher Education with Simulations (2016)Enhancing Teacher Education w…The Power of Sponges (2015)The Power of SpongesIt's All in the Game: A 3D Learning Model for Business Ethics (2015)It's All in the Game: A 3D Le…Gamification: An Innovative Teaching-Learning Strategy for the Digital Nursing Students in a Community Health Nursing Course. (2015)Gamification: An Innovative T…Design Evaluation of a Simulation for Teacher Education (2015)Design Evaluation of a Simula…Students Perceptions of Using Educational Games to Learn Introductory Programming (2010)Students Perceptions of Using…Hamlet on the Holodeck (1997)The ‘digital natives’ debate: A critical review of the evidence (2008)The Theory and Practice of Online Learning (2008)e-Learning, online learning, and distance learning environments: Are they the same? (2010)Capturing the Complexity in Advanced Technology Use: Adaptive Structuration Theory (1994)Digital game-based learning (2003)Moving learning games forward (2009)Problem solving and collaboration using mobile serious games (2011)Mobile learning vs. traditional classroom lessons: a comparative study (2014)Digital Game-Based Learning (2020)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Situated Learning (1991)Learning in immersive worlds: A review of game-based learning (2006)Are badges useful in education?: it depends upon the type of badge and expertise of learner (2013)Gameplay Engagement and Learning in Game-Based Learning (2015)Situated Learning: Legitimate Peripheral Participation. (1994)From Content to Context: Videogames as Designed Experience (2006)Digital Games in Education (2007)Motivating Children to Learn Effectively: Exploring the Value of Intrinsic Integration in Educational Games (2011)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)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)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Cognitive Architecture and Instructional Design (1998)Multimedia Learning (2001)Multimedia Learning (2002)Cognitive load and learning effects of having students organize pictures and words in multimedia environments: The role of student interactivity and feedback (2005)The impact of sequencing and prior knowledge on learning mathematics through spreadsheet applications (2005)Design factors for educationally effective animations and simulations (2009)What Do New Views of Knowledge and Thinking Have to Say About Research on Teacher Learning? (2000)Constructing 21st-Century Teacher Education (2006)Redefining teaching, re‐imagining teacher education (2009)A Continuum of Pedagogies for Preparing Teachers to Use High-Leverage Practices (2019)The use of virtual simulations in teacher education to develop pre-service teachers’ behaviour and classroom management skills: implications for reflective practice (2020)The use of virtual simulations in teacher education to develop pre-service teachers’ behaviour and classroom management skills: implications for reflective practice (2020)Educational video game for juvenile diabetes: results of a controlled trial (1997)The Structural Characteristics of Video Games: A Psycho-Structural Analysis (2004)Digital Games for Young Children Ages Three to Six: From Research to Design (2009)Videogame Addiction and its Treatment (2009)Gamification of Learning in Accounting Education (2014)Role of gamification in classroom teaching: Pre-service teachers’ view (2020)A systematic literature review of game-based learning in Artificial Intelligence education (2022)On the usability and likeability of virtual reality games for education: The case of VR-ENGAGE (2006)How features of educational technology applications affect student reading outcomes: A meta-analysis (2012)Toward a Taxonomy Linking Game Attributes to Learning (2012)
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References

  • 2002Games, Motivation, and Learning: A Research and Practice Model3,211 cited
  • 2005Educating the Net Generation2,290 cited
  • 2005Video Games and the Future of Learning1,120 cited
  • 2005Engaging by design: How engagement strategies in popular computer and video games can inform instructional design628 cited
  • 2005Combining Software Games with Education: Evaluation of its Educational Effectiveness422 cited
  • 2005Mobile learning with a mobile game: design and motivational effects352 cited
  • 2002The educational benefits of videogames334 cited
  • 2005Enabling, facilitating, and inhibiting effects of animations in multimedia learning: Why reduction of cognitive load can have negative results on learning273 cited
  • 2005A framework for fostering a community of practice: scaffolding learners through an evolving continuum76 cited

Cited by

  • 2016Enhancing Teacher Education with Simulations182 cited
  • 2010Students Perceptions of Using Educational Games to Learn Introductory Programming131 cited
  • 2016Teaching History With Digital Historical Games121 cited
  • 2015Gamification: An Innovative Teaching-Learning Strategy for the Digital Nursing Students in a Community Health Nursing Course.93 cited
  • 2022Game-based learning in undergraduate nursing education: A systematic review of mixed-method studies

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90 cited
  • 2015Design Evaluation of a Simulation for Teacher Education89 cited
  • 2021Game-Based Learning in Project Sustainability Management Education72 cited
  • 2022Gamification in pharmacy education: a systematic quantitative literature review59 cited
  • 2017Digital games in medical education:Key terms, concepts, and definitions50 cited
  • 2022Representational scaffolding in digital simulations – learning professional practices in higher education47 cited
  • 2015It's All in the Game: A 3D Learning Model for Business Ethics43 cited
  • 2019Cultural Heritage and Communication through Simulation Videogames—A Validation of Minecraft43 cited
  • 2019Categorizing Game Design Elements into Educational Game Design Fundamentals42 cited
  • 2017Practicing Lean strategy: Hoshin Kanri and X-Matrix in a healthcare-centered simulation40 cited
  • 2017Digital games in health professions education: Advantages, disadvantages, and game engagement factors38 cited
  • 2015The Power of Sponges38 cited