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Game-Based Learning in Universities and Lifelong Learning: "UniGame: Social Skills and Knowledge Training" Game Concept
5 references·8 citing·48 second hop
Game-Based Learning in Universities and Lifelong Learning: "UniGame: Social Skills and Knowledge Training" Game Concept (2020)Game-Based Learning in Universities and L…Digital Game-Based Learning (2020)Digital Game-Based LearningIntrinsic motivation and the process of learning: Beneficial effects of contextualization, personalization, and choice. (1996)Intrinsic motivation and the …Developing managerial talent through simulation. (1990)Developing managerial talent …Mind in Society: The Development of Higher Psychological Processes (1978)Mind in Society: The Developm…Thought and language (1962)Thought and languageAdapting CTF challenges into virtual cybersecurity learning environments (2020)Adapting CTF challenges into …Understanding technology acceptance features in learning through a serious game (2018)Understanding technology acce…Kinect in Education: A Proposal for Children with Autism (2014)Kinect in Education: A Propos…Content and Language Integrated Learning through an Online Game in Primary School: A Case Study. (2014)Content and Language Integrat…Serious Games in Manufacturing Education: Evaluation of Learners’ Engagement (2012)Serious Games in Manufacturin…LEARNING THROUGH PLAYING FOR OR AGAINST EACH OTHER? PROMOTING COLLABORATIVE LEARNING IN DIGITAL GAME BASED LEARNING (2012)LEARNING THROUGH PLAYING FOR …Learning in a game-based virtual environment: a comparative evaluation in higher education (2012)Learning in a game-based virt…Designing educational software with students through collaborative design games: The We!Design&Play framework (2010)Designing educational softwar…The developmental psychology of Jean Piaget. (1963)Family resemblances: Studies in the internal structure of categories (1975)Basic objects in natural categories (1976)Principles of Language Learning and Teaching (1981)Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Social Learning Theory. 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(2017)Experience and Education (1986)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Situated Cognition and the Culture of Learning (1989)Extrinsic Rewards and Intrinsic Motivation in Education: Reconsidered Once Again (2001)Intrinsic Versus Extrinsic Goal Contents in Self-Determination Theory: Another Look at the Quality of Academic Motivation (2006)Why Teachers Adopt a Controlling Motivating Style Toward Students and How They Can Become More Autonomy Supportive (2009)Structural equation modeling in practice: A review and recommended two-step approach. (1988)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)User Acceptance of Information Technology: Toward A Unified View1 (2003)A serious game for teaching the fundamentals of ISO/IEC/IEEE 29148 systems and software engineering – Lifecycle processes – Requirements engineering at undergraduate level (2019)Determinants of the perceived usefulness (PU) in the context of using gamification for classroom-based ESL teaching: A scale development study (2022)Learning with serious games in economics education a systematic review of the effectiveness of game-based learning in upper secondary and higher education (2022)Interpreting Qualitative Data Methods for Analysing Talk, Text and Interaction (1997)Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching (2006)Gamification and Sustainable Consumption: Overcoming the Limitations of Persuasive Technologies (2014)Increasing collaborative communications in a programming course with gamification (2014)The Role of Digital Collaboration in Student Engagement towards Enhancing Student Participation during COVID-19 (2022)Interpreting Qualitative Data (2024)Reciprocal Teaching of Comprehension-Fostering and Comprehension-Monitoring Activities (1984)Qualitative Analysis for Social Scientists (1987)Expansive Learning at Work: Toward an activity theoretical reconceptualization (2001)The Theory and Practice of Online Learning (2008)A meta-analysis of the cognitive and motivational effects of serious games. 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this work references cited by second hop

References

  • 1978Mind in Society: The Development of Higher Psychological Processes53,480 cited
  • 1962Thought and language20,700 cited
  • 2020Digital Game-Based Learning2,893 cited
  • 1996Intrinsic motivation and the process of learning: Beneficial effects of contextualization, personalization, and choice.1,568 cited
  • 1990Developing managerial talent through simulation.104 cited

Cited by

  • 2012LEARNING THROUGH PLAYING FOR OR AGAINST EACH OTHER? PROMOTING COLLABORATIVE LEARNING IN DIGITAL GAME BASED LEARNING91 cited
  • 2012Serious Games in Manufacturing Education: Evaluation of Learners’ Engagement91 cited
  • 2018Understanding technology acceptance features in learning through a serious game75 cited
  • 2014Kinect in Education: A Proposal for Children with Autism67 cited
  • 2010Designing educational software with students through collaborative design games: The We!Design&Play framework59 cited
  • 2014Content and Language Integrated Learning through an Online Game in Primary School: A Case Study.49 cited
  • 2012Learning in a game-based virtual environment: a comparative evaluation in higher education47 cited
  • 2020Adapting CTF challenges into virtual cybersecurity learning environments39 cited

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