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Applying simulation experience design methods to creating serious game-based adaptive training systems
5 references·11 citing·47 second hop
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References

  • 1910How We Think6,764 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 1997Hamlet on the holodeck: the future of narrative in cyberspace2,780 cited
  • 2008Game Design Workshop1,098 cited
  • 2004Agent Culture48 cited

Cited by

  • 2013A new paradigm for serious games: Transmedia learning for more effective training and education130 cited
  • 2010Scripted collaboration in serious gaming for complex learning: Effects of multiple perspectives when acquiring water management skills100 cited
  • 2010The influence of collaboration styles to children’s cognitive performance in digital problem-solving game “William Adventure”: A comparative case study69 cited
  • 2016Dear Computer, Teach Me Manners: Testing Virtual Employment Interview Training68 cited
  • 2015Serious Games as a Means for Scientific Knowledge Transfer—A Case From Engineering Management Education67 cited
  • 2020Integrating adaptivity in educational games: a combined bibliometric analysis and meta-analysis review64 cited
  • 2011Nursing Students’ Attitudes Toward Video Games and Related New Media Technologies61 cited
  • 2012The Coaching Cycle46 cited
  • 2021Serious Games and the COVID-19 Pandemic in Dental Education: An Integrative Review of the Literature

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43 cited
  • 2020Integrating agent-based modeling, serious gaming, and co-design for planning transport infrastructure and public spaces32 cited
  • 2007Metacognition and the Development of Intercultural Competence19 cited