SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Games-based learning advancements for multi-sensory human computer interfaces techniques and effective practices
9 references·9 citing·54 second hopsampled
Games-based learning advancements for multi-sensory human computer interfaces techniques and effective practices (2009)Games-based learning advancements for mul…VIDEOGAMES AND EDUCATION (2009)VIDEOGAMES AND EDUCATIONThe effect of video game violence on physiological desensitization to real-life violence (2006)The effect of video game viol…A Theoretical Model of the Effects and Consequences of Playing Video Games. (2006)A Theoretical Model of the Ef…Violent Video Games: Specific Effects of Violent Content on Aggressive Thoughts and Behavior (2004)Violent Video Games: Specific…An experimental card game for teaching software engineering processes (2004)An experimental card game for…An active learning strategy for the classroom—“who wants to win … some mini chips ahoy?” (2002)An active learning strategy f…Training for emergency management: tactical decision games (2001)Training for emergency manage…Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature (2001)Effects of Violent Video Game…Situated Cognition and the Culture of Learning (1989)Situated Cognition and the Cu…Affective patterns in serious games (2018)Affective patterns in serious…Digital card games in education: A ten year systematic review (2017)Digital card games in educati…Using an educational computer program to enhance student performance in financial accounting (2016)Using an educational computer…Evaluating Game-based Learning Effectiveness in Higher Education (2014)Evaluating Game-based Learnin…Digital Video Games for Older Adults with Cognitive Impairment (2014)Digital Video Games for Older…Students' attitudes toward playing games and using games in education: Comparing Scotland and the Netherlands (2013)Students' attitudes toward pl…The role of Game Discourse Analysis and curiosity in creating engaging and effective serious games by implementing a back story and foreshadowing (2011)The role of Game Discourse An…Measuring learning in serious games: a case study with structural assessment (2011)Measuring learning in serious…Code Red: Triage Or COgnition‐based DEsign Rules Enhancing Decisionmaking TRaining In A Game Environment (2010)Code Red: Triage Or COgnition…From Barbie to Mortal Kombat: gender and computer games (1998)What Video Games Have to Teach Us about Learning and Literacy (2004)Introduction to Games-Based Learning (2009)Children, Wired: For Better and for Worse (2010)After the Death of Childhood: Growing Up in the Age of Electronic Media (2013)Development of children's creativity and manual skills within digital game‐based learning environment (2014)Statistical principles in experimental design. (1962)The Handbook of Social Psychology (1969)The development of markers for the Big-Five factor structure. (1992)Correlates and Consequences of Exposure to Video Game Violence: Hostile Personality, Empathy, and Aggressive Behavior (2005)The Effects of Reward and Punishment in Violent Video Games on Aggressive Affect, Cognition, and Behavior (2005)Effects of video-game play on information processing: A meta-analytic investigation (2013)Active learning : creating excitement in the classroom (1991)Promoting Active Learning: Strategies for the College Classroom (1993)Using Games to Enhance Student Understanding of Professional and Ethical Responsibilities (2004)Active Learning: Cooperation in the College Classroom (2006)Active Learning: An Advantageous Yet Challenging Approach to Accounting Ethics Instruction (2013)The future of 'serious games' in accounting education: A Delphi study (2018)Skills, rules, and knowledge; signals, signs, and symbols, and other distinctions in human performance models (1983)A recognition-primed decision (RPD) model of rapid decision making. (1993)Sources of Power: How People Make Decisions (2001)Identifying and training non-technical skills of nuclear emergency response teams (2004)Training disaster communication by means of serious games in virtual environments (2010)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)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)Rules of Play: Game Design Fundamentals (2003)What video games have to teach us about learning and literacy (2003)Investigating the Impact of Gaming Habits, Gender, and Age on the Effectiveness of an Educational Video Game: An Exploratory Study (2016)Determinants of the Effectiveness of Using Renewable Resource Management-Based Simulations in the Development of Critical Thinking: An Application of the Experiential Learning Theory (2019)Game Learning Analytics: Learning Analytics for Serious Games (2023)Aggression: A Social Learning Analysis (1973)Statistical Methods for Meta-Analysis (1988)A review and reformulation of social information-processing mechanisms in children's social adjustment. (1994)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Development and Validation of a Game Addiction Scale for Adolescents (2009)Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review. (2010)The Aggression Questionnaire. (1992)The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing (2009)Pathological Video Game Use Among Youths: A Two-Year Longitudinal Study (2011)Handbook of Social Psychology (2013)The General Aggression Model (2017)Mental Models (1983)Reciprocal Teaching of Comprehension-Fostering and Comprehension-Monitoring Activities (1984)Organizational Learning and Communities-of-Practice: Toward a Unified View of Working, Learning, and Innovation (1991)Situated Learning: Legitimate Peripheral Participation. (1994)Technological Pedagogical Content Knowledge: A Framework for Teacher Knowledge (2006)Cognitive, social, and physiological determinants of emotional state. (1962)A cognitive-affective system theory of personality: Reconceptualizing situations, dispositions, dynamics, and invariance in personality structure. (1995)Prosocial video games reduce aggressive cognitions (2009)Effects of Prosocial, Neutral, and Violent Video Games on Children's Helpful and Hurtful Behaviors (2012)Cross-Cultural Differences in Cyberbullying Behavior (2013)
this work references cited by second hop· second hop is a sample of the most-cited connections

References

  • 1989Situated Cognition and the Culture of Learning13,635 cited
  • 2001Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature2,218 cited
  • 2006The effect of video game violence on physiological desensitization to real-life violence641 cited
  • 2004Violent Video Games: Specific Effects of Violent Content on Aggressive Thoughts and Behavior389 cited
  • 2006A Theoretical Model of the Effects and Consequences of Playing Video Games.283 cited
  • 2004An experimental card game for teaching software engineering processes214 cited
  • 2009VIDEOGAMES AND EDUCATION190 cited
  • 2001Training for emergency management: tactical decision games89 cited
  • 2002An active learning strategy for the classroom—“who wants to win … some mini chips ahoy?”70 cited

Cited by

  • 2013Students' attitudes toward playing games and using games in education: Comparing Scotland and the Netherlands73 cited
  • 2017Digital card games in education: A ten year systematic review67 cited
  • 2014Evaluating Game-based Learning Effectiveness in Higher Education65 cited
  • 2011The role of Game Discourse Analysis and curiosity in creating engaging and effective serious games by implementing a back story and foreshadowing60 cited

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

2011
Measuring learning in serious games: a case study with structural assessment
51 cited
  • 2010Code Red: Triage Or COgnition‐based DEsign Rules Enhancing Decisionmaking TRaining In A Game Environment50 cited
  • 2018Affective patterns in serious games39 cited
  • 2016Using an educational computer program to enhance student performance in financial accounting24 cited
  • 2014Digital Video Games for Older Adults with Cognitive Impairment22 cited