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Serious Games for Training Occupants of a Building in Personal Fire Safety Skills
3 references·5 citing·37 second hop
Serious Games for Training Occupants of a Building in Personal Fire Safety Skills (2009)Serious Games for Training Occupants of a…Measuring and defining the experience of immersion in games (2008)Measuring and defining the ex…EGameFlow: A scale to measure learners’ enjoyment of e-learning games (2008)EGameFlow: A scale to measure…GameFlow (2005)GameFlowContent manager for serious games: Theoretical framework and digital platform (2022)Content manager for serious g…Mood and learning in navigation-based serious games (2017)Mood and learning in navigati…Designing Serious Games for Safety Education: “Learn to Brace” versus Traditional Pictorials for Aircraft Passengers (2015)Designing Serious Games for S…Blended Game-Based Learning Environments: Extending a Serious Game into a Learning Content Management System (2011)Blended Game-Based Learning E…A conceptual framework for serious games and its validation (2010)A conceptual framework for se…Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)The theory of planned behavior (1991)Situated Learning: Legitimate Peripheral Participation. (1994)A framework to design vocabulary-based serious games for children with autism spectrum disorder (ASD) (2019)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Scale Development : Theory and Applications (1991)The role of psychology in understanding the impact of computer games (2011)Assessment in and of Serious Games: An Overview (2013)Gameful Experience in Gamification: Construction and Validation of a Gameful Experience Scale [GAMEX] (2018)Experiential Learning : Experience as the Source of Learning and Development (1983)Communities of practice learning, meaning, and identity (1999)State-of-the-art in Business Games (2015)Aplicación de las TIC en modelos educativos blended learning: Una revisión sistemática de literatura (2017)Deep Learning and Social Media for Managing Disaster: Survey (2021)Time Flies When You’re Having Fun: Cognitive Absorption and Beliefs About Information Technology Usage1 (2000)Engagement in digital entertainment games: A systematic review (2011)An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games (2015)Gameplay Engagement and Learning in Game-Based Learning (2015)Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990. (1990)Designing games with a purpose (2008)The benefits of playing video games. (2013)Self-efficacy: the exercise of control (1997)Self-Efficacy: The Exercise of Control (1999)Exploring the use of arcade game elements for attitude change: Two studies in the aviation safety domain (2018)Applying Genetic Algorithms for Recommending Adequate Competitors in Mobile Game-Based Learning Environments (2020)An Artificial Neural Network-Based Finite State Machine for Adaptive Scenario Selection in Serious Game (2023)Motivations for Play in Online Games (2006)A systematic literature review of empirical evidence on computer games and serious games (2012)Relationship Between Children’s Enjoyment, User Experience Satisfaction, and Learning in a Serious Video Game for Nutrition Education: Empirical Pilot Study (2020)The Impact of Serious Games in Economic and Business Education: A Case of ERP Business Simulation (2022)Learning Outcomes, Motivation, and Satisfaction in Gamified English Vocabulary Learning (2023)An Overview of Serious Games (2014)Mapping learning and game mechanics for serious games analysis (2014)ICT tools for remote teaching and learning mathematics: A proposal for autonomy and engagements (2022)Enhancing L2 learners’ lexical gains via Quizlet learning tool: the role of individual differences (2023)Ten Years of Gamification-Based Learning: A Bibliometric Analysis and Systematic Review (2024)
this work references cited by second hop

References

  • 2005GameFlow2,122 cited
  • 2008Measuring and defining the experience of immersion in games2,018 cited
  • 2008EGameFlow: A scale to measure learners’ enjoyment of e-learning games767 cited

Cited by

  • 2017Mood and learning in navigation-based serious games67 cited
  • 2015Designing Serious Games for Safety Education: “Learn to Brace” versus Traditional Pictorials for Aircraft Passengers56 cited
  • 2022Content manager for serious games: Theoretical framework and digital platform49 cited
  • 2010A conceptual framework for serious games and its validation48 cited
  • 2011Blended Game-Based Learning Environments: Extending a Serious Game into a Learning Content Management System31 cited

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