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An Engine Selection Methodology for High Fidelity Serious Games
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An Engine Selection Methodology for High Fidelity Serious Games (2010)An Engine Selection Methodology for High …Making Learning Fun : A Taxonomy of Intrinsic Motivations for Learning (2021)Making Learning Fun : A Taxon…Beyond Edutainment: Exploring the Educational Potential of Computer Games (2011)Beyond Edutainment: Exploring…Serious Games in Cultural Heritage (2009)Serious Games in Cultural Her…Evaluation of an Immersive Learning Programme to Support Triage Training (2009)Evaluation of an Immersive Le…Exploring and Interacting with Virtual Museums (2005)Exploring and Interacting wit…Television and the Rest of Life: A Systematic Comparison of Subjective Experience (1981)Television and the Rest of Li…Factors Influencing the Subjective Learning Effectiveness of Serious Games (2019)Factors Influencing the Subje…State-of-the-art in Business Games (2015)State-of-the-art in Business …Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Motivation and Personality (1997)What Video Games Have to Teach Us about Learning and Literacy (2004)Virtual-reality heritage presentation at Ename (2000)Virtual museums for all: employing game technology for edutainment (2004)How can exploratory learning with games and simulations within the curriculum be most effectively evaluated? (2005)A Framework to Design, Develop, and Evaluate Immersive and Collaborative Serious Games in Cultural Heritage (2017)The Effect of Gamification on Psychological and Behavioral Outcomes: Implications for Cruise Tourism Destinations (2019)Usability of Gamified Knowledge Learning in VR and Desktop-3D (2019)Games, Motivation, and Learning: A Research and Practice Model (2002)Focus on Formative Feedback (2008)Evaluating Training Programs : The Four Levels (2009)A conceptual framework for serious games and its validation (2010)Code Red: Triage Or COgnition‐based DEsign Rules Enhancing Decisionmaking TRaining In A Game Environment (2010)Serious Gaming for Behavior Change: The State of Play (2013)Uses and Gratifications Research (1973)The ecology of adolescent activity and experience (1977)The sampling of experiences in situ (1986)Personality Influences on the Choice of Situations (1997)ESM 2.0: State of the Art and Future Potential of Experience Sampling Methods in Organizational Research (2015)Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives (1999)Common method biases in behavioral research: A critical review of the literature and recommended remedies. (2003)Principles and Practice of Structural Equation Modeling (2012)Adaptive Virtual Exhibitions (2013)Automatic Generation of Personal Virtual Museum (2016)Virtual Museums as a New Type of Cyber-Physical-Social System (2019)Digital game‐based learning once removed: Teaching teachers (2007)Are educational computer micro-games engaging and effective for knowledge acquisition at high-schools? A quasi-experimental study (2011)A multilevel analysis of the effects of external rewards on elementary students' motivation, engagement and learning in an educational game (2014)Motivating Project-Based Learning: Sustaining the Doing, Supporting the Learning (1991)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Achieving transformative sustainability learning: engaging head, hands and heart (2008)
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References

  • 2021Making Learning Fun : A Taxonomy of Intrinsic Motivations for Learning907 cited
  • 2011Beyond Edutainment: Exploring the Educational Potential of Computer Games289 cited
  • 1981Television and the Rest of Life: A Systematic Comparison of Subjective Experience148 cited
  • 2009Serious Games in Cultural Heritage102 cited
  • 2009Evaluation of an Immersive Learning Programme to Support Triage Training70 cited
  • 2005Exploring and Interacting with Virtual Museums32 cited

Cited by

  • 2019Factors Influencing the Subjective Learning Effectiveness of Serious Games31 cited
  • 2015State-of-the-art in Business Games30 cited

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