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eMedOffice: A web-based collaborative serious game for teaching optimal design of a medical practice
13 references·7 citing·37 second hop
eMedOffice: A web-based collaborative serious game for teaching optimal design of a medical practice (2012)eMedOffice: A web-based collaborative ser…Improving Transfer of Learning: Relationship to Methods of Using Business Simulation (2010)Improving Transfer of Learnin…Serious Games (2009)Serious GamesSerious games : mechanisms and effects (2009)Serious games : mechanisms an…Serious Games : An Overview (2007)Serious Games : An OverviewDigital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. (2006)Digital Game-Based Learning: …Learning by Design: Good Video Games as Learning Machines (2005)Learning by Design: Good Vide…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Serious Games: Serious Opportunities (2004)Serious Games: Serious Opport…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 learningGames, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…The Design and Evolution of a Simulation/Game for Teaching Information Systems Development (2000)The Design and Evolution of a…A future for business simulations? (1997)A future for business simulat…Game design elements of serious games in the education of medical and healthcare professions: a mixed-methods systematic review of underlying theories and teaching effectiveness (2024)Game design elements of serio…The Educational Value of Simulation as a Teaching Strategy in a Finance Course. (2020)The Educational Value of Simu…Operationalizing resilient healthcare concepts through a serious video game for clinicians (2020)Operationalizing resilient he…Guidelines for designing and using collaborative-competitive serious games (2017)Guidelines for designing and …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…A Randomized Controlled Trial on Teaching Geriatric Medical Decision Making and Cost Consciousness With the Serious Game GeriatriX (2014)A Randomized Controlled Trial…Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. 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(2013)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Simulated Sustainable Societies: Students’ Reflections on Creating Future Cities in Computer Games (2010)A survey of serious games on sustainable development (2012)Review of the Use of AI Techniques in Serious Games: Decision Making and Machine Learning (2015)Digital Game-Based Learning (2020)Digital game-based learning: Towards an experiential gaming model (2005)Serious Games: Games That Educate, Train, and Inform (2005)Why so serious? On the relation of serious games and learning (2010)Immersive virtual reality serious games for evacuation training and research: A systematic literature review (2018)Gamification of health professions education: a systematic review (2020)Situated Learning (1991)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Foundations of Game-Based Learning (2015)The ECAR Study of Undergraduate Students and Information Technology, 2007 (2007)Information technology and Gen Z: The role of teachers, the internet, and technology in the education of young people (2021)Investigating the impact of video games on high school students’ engagement and learning about genetics (2009)Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness (2013)The maturing of gamification research (2017)Digital Natives, Digital Immigrants Part 1 (2001)The Theory and Practice of Online Learning (2008)Identification With Video Game Characters as Automatic Shift of Self-Perceptions (2010)Player Identification in Online Games: Validation of a Scale for Measuring Identification in MMOGs (2012)A Brief History of Serious Games (2016)The benefits of playing video games. 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References

  • 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
  • 2002Games, Motivation, and Learning: A Research and Practice Model3,211 cited
  • 2003Digital game-based learning3,104 cited
  • 2006Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless.1,172 cited
  • 2007Serious Games : An Overview946 cited
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  • 2009Serious Games500 cited
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  • 2000The Design and Evolution of a Simulation/Game for Teaching Information Systems Development78 cited
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Cited by

  • 2017Guidelines for designing and using collaborative-competitive serious games64 cited
  • 2017Digital games in medical education:Key terms, concepts, and definitions50 cited

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2014
A Randomized Controlled Trial on Teaching Geriatric Medical Decision Making and Cost Consciousness With the Serious Game GeriatriX
44 cited
  • 2024Game design elements of serious games in the education of medical and healthcare professions: a mixed-methods systematic review of underlying theories and teaching effectiveness43 cited
  • 2017Digital games in health professions education: Advantages, disadvantages, and game engagement factors38 cited
  • 2020Operationalizing resilient healthcare concepts through a serious video game for clinicians35 cited
  • 2020The Educational Value of Simulation as a Teaching Strategy in a Finance Course.15 cited