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Implications of Learning Analytics for Serious Game Design
5 references·8 citing·47 second hop
Implications of Learning Analytics for Serious Game Design (2014)Implications of Learning Analytics for Se…Designing Effective Serious Games: Opportunities and Challenges for Research (2010)Designing Effective Serious G…Melding the Power of Serious Games and Embedded Assessment to Monitor and Foster Learning: Flow and Grow (2009)Melding the Power of Serious …Serious games for higher education: a framework for reducing design complexity (2008)Serious games for higher educ…Developments in Business Gaming (2008)Developments in Business Gami…Digital game-based learning: Towards an experiential gaming model (2005)Digital game-based learning: …Personalized Gamification for Learning: A Reactive Chatbot Architecture Proposal (2023)Personalized Gamification for…Game Learning Analytics: Learning Analytics for Serious Games (2023)Game Learning Analytics: Lear…A Smart Collaborative Educational Game with Learning Analytics to Support English Vocabulary Teaching. (2021)A Smart Collaborative Educati…Extending the Activity Theory Based Model for Serious Games Design in Engineering to Integrate Analytics (2018)Extending the Activity Theory…How to Use Gamified Dashboards and Learning Analytics for Providing Immediate Student Feedback and Performance Tracking in Higher Education (2017)How to Use Gamified Dashboard…Designing educational games: Key elements and methodological approach (2017)Designing educational games: …Analyzing gameplay data to inform feedback loops in The Radix Endeavor (2017)Analyzing gameplay data to in…State-of-the-art in Business Games (2015)State-of-the-art in Business …The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1956)Thought and language (1962)Experiential Learning : Experience as the Source of Learning and Development (1983)Serious Games : An Overview (2007)EGameFlow: A scale to measure learners’ enjoyment of e-learning games (2008)Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies (2012)TRUST AND DISTRUST IN ORGANIZATIONS: Emerging Perspectives, Enduring Questions (1999)A Survey of Simulation Game Users, Former-Users, and Never-Users (2004)Management simulations: determining their effectiveness (2006)Serious games and learning effectiveness: The case of It’s a Deal! (2011)Serious games on environmental management (2016)Applying a business simulation game in a flipped classroom to enhance engagement, learning achievement, and higher-order thinking skills (2022)Cognitive Load During Problem Solving: Effects on Learning (1988)Flow: the psychology of optimal experience (1990)Development and Distortion of Malaysian Public- Private Partnerships: Patronage, Privatised Profits and Pitfalls DOI: 10.1111/j.1467- 8500.2009.00655.x (2010)A serious game model for cultural heritage (2012)Serious games and the development of an entrepreneurial mindset in higher education engineering students (2014)The effective components of creativity in digital game-based learning among young children: A case study (2020)Experience and Education. (1938)Experience and Education (1986)Can Serious Games Contribute to Developing and Sustaining 21st Century Skills? (2014)Essential features of serious games design in higher education: Linking learning attributes to game mechanics (2016)Designing Engaging Games for Education: A Systematic Literature Review on Game Motivators and Design Principles (2020)What Video Games Have to Teach Us about Learning and Literacy (2004)Understanding interobserver agreement: the kappa statistic. (2005)A systematic literature review of empirical evidence on computer games and serious games (2012)Resonant Games (2018)Gaming and Confrustion Explain Learning Advantages for a Math Digital Learning Game (2021)Immersion experiences and behavioural patterns in game‐based learning (2021)Feedback and Self-Regulated Learning: A Theoretical Synthesis (1995)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does one size fit all? Investigating the effect of group size and gamification on learners’ behaviors in higher education (2020)Investigating the impact of a gamified learning analytics dashboard: Student experiences and academic achievement (2023)A Framework for Task-Based Learning (1999)Activity theory as a framework for designing constructivist learning environments (1999)Acting with technology: Activity theory and interaction design (2007)Teaching Digital Circuit Design With a 3-D Video Game: The Impact of Using In-Game Tools on Students’ Performance (2020)Assessment and Classroom Learning (1998)School Engagement: Potential of the Concept, State of the Evidence (2004)Assessment in Game-Based Learning (2012)Effects of video-game play on information processing: A meta-analytic investigation (2013)Formative and Stealth Assessment (2013)Games, Motivation, and Learning: A Research and Practice Model (2002)Learning Styles and Learning Spaces: Enhancing Experiential Learning in Higher Education (2005)Determinants of continuance intention to use chatbots in retail settings: self-esteem as a moderator (2025)Toward a Theory of Intrinsically Motivating Instruction* (1981)The benefits of playing video games. 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this work references cited by second hop

References

  • 2005Digital game-based learning: Towards an experiential gaming model1,456 cited
  • 2008Serious games for higher education: a framework for reducing design complexity317 cited
  • 2008Developments in Business Gaming305 cited
  • 2010Designing Effective Serious Games: Opportunities and Challenges for Research247 cited
  • 2009Melding the Power of Serious Games and Embedded Assessment to Monitor and Foster Learning: Flow and Grow231 cited

Cited by

  • 2023Personalized Gamification for Learning: A Reactive Chatbot Architecture Proposal46 cited
  • 2017Analyzing gameplay data to inform feedback loops in The Radix Endeavor46 cited
  • 2017How to Use Gamified Dashboards and Learning Analytics for Providing Immediate Student Feedback and Performance Tracking in Higher Education37 cited
  • 2023Game Learning Analytics: Learning Analytics for Serious Games35 cited
  • 2018Extending the Activity Theory Based Model for Serious Games Design in Engineering to Integrate Analytics33 cited
  • 2021A Smart Collaborative Educational Game with Learning Analytics to Support English Vocabulary Teaching.32 cited
  • 2015State-of-the-art in Business Games30 cited
  • 2017Designing educational games: Key elements and methodological approach29 cited

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