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Handbook of Research on Serious Games for Educational Applications
0 references·4 citing·16 second hop
Handbook of Research on Serious Games for Educational Applications (2016)Handbook of Research on Serious Games for…Game elements enhance engagement and mitigate attrition in online learning tasks (2023)Game elements enhance engagem…Personalization of serious games for learning (2021)Personalization of serious ga…Game-Based Assessment: The Past Ten Years and Moving Forward (2019)Game-Based Assessment: The Pa…Teaching systems thinking through game design (2018)Teaching systems thinking thr…Situated Cognition and the Culture of Learning (1989)The fifth discipline, the art and practice of the learning organization (1991)Three Approaches to Qualitative Content Analysis (2005)A Review of Gamification for Learning Programming Fundamental (2019)Do Gaming Simulations Substantiate That We Know More Than We Can Tell? (2020)What video games have to teach us about learning and literacy (2003)What Video Games Have to Teach Us about Learning and Literacy (2004)Focus on Formative Feedback (2008)Ideating and Developing a Visualization Dashboard to Support Teachers Using Educational Games in the Classroom (2021)Serious Games and AI: Challenges and Opportunities for Computational Social Science (2023)Digital game-based learning (2003)A systematic literature review of empirical evidence on computer games and serious games (2012)Foundations of Game-Based Learning (2015)Development of NASA-TLX (Task Load Index): Results of Empirical and Theoretical Research (1988)School Engagement: Potential of the Concept, State of the Evidence (2004)The Power of Feedback (2007)
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  • 2019Game-Based Assessment: The Past Ten Years and Moving Forward54 cited
  • 2018Teaching systems thinking through game design50 cited
  • 2023Game elements enhance engagement and mitigate attrition in online learning tasks39 cited
  • 2021Personalization of serious games for learning39 cited

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