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Diabetic Mario: Designing and Evaluating Mobile Games for Diabetes Education
11 references·0 citing·49 second hop
Diabetic Mario: Designing and Evaluating Mobile Games for Diabetes Education (2016)Diabetic Mario: Designing and Evaluating …Pre-MEGa: A Proposed Framework for the Design and Evaluation of Preschoolers’ Mobile Educational Games (2014)Pre-MEGa: A Proposed Framewor…Digital Gaming and Language Learning: Autonomy and Community (2014)Digital Gaming and Language L…Designing Serious Video Games for Health Behavior Change: Current Status and Future Directions (2012)Designing Serious Video Games…Glued to Games (2011)Glued to GamesVideo Game Play, Child Diet, and Physical Activity Behavior Change (2010)Video Game Play, Child Diet, …Methods for Evaluating Gameplay Experience in a Serious Gaming Context. (2010)Methods for Evaluating Gamepl…A Motivational Model of Video Game Engagement (2010)A Motivational Model of Video…Using games and simulations for supporting learning (2006)Using games and simulations f…The Kahnawake Schools Diabetes Prevention Project: Intervention, Evaluation, and Baseline Results of a Diabetes Primary Prevention Program with a Native Community in Canada (1997)The Kahnawake Schools Diabete…Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…What Makes Things Fun to Learn? A Study of Intrinsically Motivating Computer Games. (1981)What Makes Things Fun to Lear…A circumplex model of affect. (1980)What Video Games Have to Teach Us about Learning and Literacy (2004)Correlation between heart rate, electrodermal activity and player experience in first-person shooter games (2010)Immersion in Digital Games: Review of Gaming Experience Research (2014)A THEORY OF HUMAN MOTIVATION (2017)Mood and learning in navigation-based serious games (2017)Experiential Learning : Experience as the Source of Learning and Development (1983)Basics of qualitative research : techniques and procedures for developing grounded theory (1998)Communities of practice learning, meaning, and identity (1999)Assessment in Game-Based Learning (2012)Designing Serious Game Interventions for Individuals with Autism (2014)Gamification: The effect on student motivation and performance at the post-secondary level (2015)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-efficacy: Toward a unifying theory of behavioral change. 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A Meta-Analysis of Video Game Influences on Children’s and Adolescents’ Aggression, Mental Health, Prosocial Behavior, and Academic Performance (2015)Social Media Use and Mental Health among Young Adults (2017)Case Study Research: Design and Methods (1984)Case Study Research (2004)Constructing grounded theory : a practical guide through qualitative analysis (2006)A Flipped Contextual Game-Based Learning Approach to Enhancing EFL Students' English Business Writing Performance and Reflective Behaviors. (2018)EFL students’ views of willingness to communicate in the extramural digital context (2019)Game-based learning pedagogy: a review of the literature (2019)Microcomputers in education: Motivational and social issues. (1985)Audience engagement in multimedia presentations (1997)Intrinsic motivation, curiosity, and learning (2016)GameFlow (2005)Event tourism: Definition, evolution, and research (2007)Measuring and defining the experience of immersion in games (2008)The Ideal Self at Play (2011)Gamification for climate change engagement: review of corpus and future agenda (2021)Motivations of playing digital games: A review and research agenda (2021)
this work references cited by second hop

References

  • 1991Flow: The Psychology of Optimal Experience9,395 cited
  • 2010A Motivational Model of Video Game Engagement1,419 cited
  • 1981What Makes Things Fun to Learn? A Study of Intrinsically Motivating Computer Games.434 cited
  • 2011Glued to Games362 cited
  • 2006Using games and simulations for supporting learning340 cited
  • 1997The Kahnawake Schools Diabetes Prevention Project: Intervention, Evaluation, and Baseline Results of a Diabetes Primary Prevention Program with a Native Community in Canada234 cited
  • 2010Video Game Play, Child Diet, and Physical Activity Behavior Change228 cited
  • 2014Digital Gaming and Language Learning: Autonomy and Community180 cited
  • 2010Methods for Evaluating Gameplay Experience in a Serious Gaming Context.140 cited
  • 2012Designing Serious Video Games for Health Behavior Change: Current Status and Future Directions102 cited
  • 2014Pre-MEGa: A Proposed Framework for the Design and Evaluation of Preschoolers’ Mobile Educational Games49 cited

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