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A Game-like Application for Dance Learning Using a Natural Human Computer Interface
4 references·1 citing·23 second hop
A Game-like Application for Dance Learning Using a Natural Human Computer Interface (2015)A Game-like Application for Dance Learnin…Serious Games for education and training (2014)Serious Games for education a…Serious games and the development of an entrepreneurial mindset in higher education engineering students (2014)Serious games and the develop…Capturing the Intangible - An Introduction to the I-Treasures Project (2014)Capturing the Intangible - An…Kirkpatrick plus: Evaluation and continuous improvement with a community focus (1998)Kirkpatrick plus: Evaluation …Preserving Southern Thai Traditional Manora Dance Through Mobile Role-Playing Game Technology (2023)Preserving Southern Thai Trad…The Systematic Design of Instruction (2006)The Evolution of Distance Education: Implications for Instructional Design on the Potential of the Web (2008)Evaluating Training Programs : The Four Levels (2009)Post-Capitalist Society (2012)Serious Games Analytics: Theoretical Framework (2015)Audio Visual Methods in Teaching (1955)Digital game-based learning (2003)Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. (2006)Using simulation to develop entrepreneurial skills and mind-set: an exploratory case study (2018)FLIGBY—A Serious Game Tool to Enhance Motivation and Competencies in Entrepreneurship (2019)Gamification as a Promoting Tool of Motivation for Creating Sustainable Higher Education Institutions (2022)Cognitive Load During Problem Solving: Effects on Learning (1988)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Serious Games in Preschool and Primary Education: Benefits And Impacts on Curriculum Course Syllabus (2017)Traditional games in elementary school: Relationships of student’s personality traits, motivation and experience with learning outcomes (2018)Challenges in Serious Game Design and Development: Educators’ Experiences (2020)Playing Video Games : Motives, Responses, and Consequences (2012)Thematic analysis. (2012)Sample size for qualitative research (2016)An adaptive framework for the creation of exergames for intangible cultural heritage (ICH) education (2018)Transforming Heritage Crafts to Engaging Digital Experiences (2020)InCulture: A Collaborative Platform for Intangible Cultural Heritage Narratives (2022)
this work references cited by second hop

References

  • 2014Serious Games for education and training281 cited
  • 2014Serious games and the development of an entrepreneurial mindset in higher education engineering students111 cited
  • 1998Kirkpatrick plus: Evaluation and continuous improvement with a community focus91 cited
  • 2014Capturing the Intangible - An Introduction to the I-Treasures Project59 cited

Cited by

  • 2023Preserving Southern Thai Traditional Manora Dance Through Mobile Role-Playing Game Technology11 cited

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