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An overview of game-based learning in building services engineering education
16 references·2 citing·47 second hop
An overview of game-based learning in building services engineering education (2015)An overview of game-based learning in bui…Gamifying learning experiences: Practical implications and outcomes (2013)Gamifying learning experience…The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)The Gamification of Learning …Serious Games in Manufacturing Education: Evaluation of Learners’ Engagement (2012)Serious Games in Manufacturin…A social gamification framework for a K-6 learning platform (2012)A social gamification framewo…Playful public participation in urban planning: A case study for online serious games (2011)Playful public participation …Geographic information systems and science (2011)Geographic information system…From game design elements to gamefulness (2011)From game design elements to …Evaluation of a game to teach requirements collection and analysis in software engineering at tertiary education level (2010)Evaluation of a game to teach…Geographic information systems and science: today and tomorrow (2009)Geographic information system…Effectiveness of using a video game to teach a course in mechanical engineering (2009)Effectiveness of using a vide…The Bologna Process – Harmonizing Europe's Higher Education (2006)The Bologna Process – Harmoni…Successful implementation of user-centered game based learning in higher education: An example from civil engineering (2006)Successful implementation of …An experimental card game for teaching software engineering processes (2004)An experimental card game for…KM QUEST: A collaborative Internet-based simulation game (2003)KM QUEST: A collaborative Int…The Design and Evolution of a Simulation/Game for Teaching Information Systems Development (2000)The Design and Evolution of a…Taxonomy of Educational Objectives: The Classification of Educational Goals, Handbook I: Cognitive Domain (1956)Taxonomy of Educational Objec…Usefulness of Digital Serious Games in Engineering for Diverse Undergraduate Students (2022)Usefulness of Digital Serious…Gamification in Construction Engineering Education: A Scoping Review (2022)Gamification in Construction …Homo Ludens: A Study of the Play-Element in Culture. (1951)Reengineering the corporation: A manifesto for business revolution (1993)Rules of Play: Game Design Fundamentals (2003)Digital Serious Game for Urban Planning: “B3—Design Your Marketplace!” (2013)All Work and No Play? Facilitating Serious Games and Gamified Applications in Participatory Urban Planning and Governance (2018)Targeting social learning and engagement: What serious games and gamification can offer to participatory modeling (2020)Collaborative learning: higher education, interdependence, and the authority of knowledge (1994)Eliciting self-explanations improves understanding, (1994)Discovering models of software processes from event-based data (1998)Introduction to Games-Based Learning (2009)A systematic mapping study on game-related methods for software engineering education (2017)Impacts of a flipped classroom with a smart learning diagnosis system on students' learning performance, perception, and problem solving ability in a software engineering course (2018)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Gamification. using game-design elements in non-gaming contexts (2011)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Gamification in theory and action: A survey (2014)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)What Video Games Have to Teach Us about Learning and Literacy (2004)Developing a Theory of Gamified Learning (2014)Gamification and student motivation (2014)The effect of gamification on motivation and engagement (2017)Digital Game-Based Learning (2020)Conditions of Learning (1965)Human Characteristics and School Learning (1979)Using game theory and Competition-based Learning to stimulate student motivation and performance (2010)A concept map-embedded educational computer game for improving students' learning performance in natural science courses (2013)Play, Dreams And Imitation In Childhood (2013)The wear out effect of a game-based student response system (2014)Flow: The Psychology of Optimal Experience (1991)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)Situated Learning: Legitimate Peripheral Participation. (1994)Communities of practice learning, meaning, and identity (1999)Assessment in Game-Based Learning (2012)The power of play: The effects of Portal 2 and Lumosity on cognitive and noncognitive skills (2014)Serious games on environmental management (2016)Spatial accessibility of primary care: concepts, methods and challenges (2004)Spatial data analysis: theory and practice (2004)Inequality in the Built Environment Underlies Key Health Disparities in Physical Activity and Obesity (2006)The International Journal of Production Research (2013)The Origins of Scaling in Cities (2013)Entropy in urban and regional modelling (2021)Withdrawing From School (1989)A Revision of Bloom's Taxonomy: An Overview (2002)Identification and Assessment of Intercultural Competence as a Student Outcome of Internationalization (2006)
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References

  • 1956Taxonomy of Educational Objectives: The Classification of Educational Goals, Handbook I: Cognitive Domain9,342 cited
  • 2011From game design elements to gamefulness8,391 cited
  • 2012The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education3,765 cited
  • 2013Gamifying learning experiences: Practical implications and outcomes2,013 cited
  • 2011Geographic information systems and science1,691 cited
  • 2012A social gamification framework for a K-6 learning platform854 cited
  • 2006Successful implementation of user-centered game based learning in higher education: An example from civil engineering660 cited
  • 2009Effectiveness of using a video game to teach a course in mechanical engineering267 cited
  • 2011Playful public participation in urban planning: A case study for online serious games232 cited
  • 2004An experimental card game for teaching software engineering processes214 cited
  • 2010Evaluation of a game to teach requirements collection and analysis in software engineering at tertiary education level185 cited
  • 2009Geographic information systems and science: today and tomorrow170 cited
  • 2003KM QUEST: A collaborative Internet-based simulation game125 cited
  • 2006The Bologna Process – Harmonizing Europe's Higher Education93 cited

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  • 2012Serious Games in Manufacturing Education: Evaluation of Learners’ Engagement91 cited
  • 2000The Design and Evolution of a Simulation/Game for Teaching Information Systems Development78 cited
  • Cited by

    • 2022Usefulness of Digital Serious Games in Engineering for Diverse Undergraduate Students31 cited
    • 2022Gamification in Construction Engineering Education: A Scoping Review28 cited