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Towards the Development of a Games-Based Learning Evaluation Framework
15 references·1 citing·50 second hop
Towards the Development of a Games-Based Learning Evaluation Framework (2009)Towards the Development of a Games-Based …Improvement in Cancer-Related Knowledge Following Use of a Psychoeducational Video Game for Adolescents and Young Adults with Cancer (2007)Improvement in Cancer-Related…An application of games‐based learning within software engineering (2007)An application of games‐based…A methodological proposal for learning games selection and quality assessment (2007)A methodological proposal for…Successful implementation of user-centered game based learning in higher education: An example from civil engineering (2006)Successful implementation of …Gameplaying for maths learning: cooperative or not? (2006)Gameplaying for maths learnin…Game object model version II: a theoretical framework for educational game development (2006)Game object model version II:…How can exploratory learning with games and simulations within the curriculum be most effectively evaluated? (2005)How can exploratory learning …Combining Software Games with Education: Evaluation of its Educational Effectiveness (2005)Combining Software Games with…Learning preferences towards computerised competitive modes (2002)Learning preferences towards …Forty Simple Computer Games and What They Could Mean to Educators (2002)Forty Simple Computer Games a…Development and Evaluation of an Interactive Web-Based Breast Imaging Game for Medical Students (2002)Development and Evaluation of…Enhancing Learning Capabilities by Providing Transparency in Business Simulators (2000)Enhancing Learning Capabiliti…The use of computer games as an educational tool: identification of appropriate game types and game elements (1999)The use of computer games as …The Effectiveness of Games for Educational Purposes: A Review of Recent Research (1992)The Effectiveness of Games fo…A SURVEY OF MANAGEMENT TRAINING AND EDUCATION PRACTICES IN U.S. COMPANIES (1988)A SURVEY OF MANAGEMENT TRAINI…Categorizing Game Design Elements into Educational Game Design Fundamentals (2019)Categorizing Game Design Elem…Mind in Society: The Development of Higher Psychological Processes (1978)Flow: the psychology of optimal experience (1990)Bowling Alone: America's Declining Social Capital (1995)Designing and integrating purposeful learning in game play: a systematic review (2015)Essential features of serious games design in higher education: Linking learning attributes to game mechanics (2016)Designing Engaging Games for Education: A Systematic Literature Review on Game Motivators and Design Principles (2020)Experiential Learning : Experience as the Source of Learning and Development (1983)What Video Games Have to Teach Us about Learning and Literacy (2004)New Vocabularies in Film Semiotics (2005)Learning in immersive worlds: A review of game-based learning (2006)Educational game design for online education (2008)Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies (2012)The Reflective Practitioner: How Professionals Think in Action (1985)Situated Learning (1991)Situated Learning: Legitimate Peripheral Participation. (1994)Evaluation of a game to teach requirements collection and analysis in software engineering at tertiary education level (2010)An alternate reality game for language learning: ARGuing for multilingual motivation (2011)Evaluation of learning outcomes using an educational iPhone game vs. traditional game (2013)Credibility of analogue therapy rationales (1972)Psychometric properties of the credibility/expectancy questionnaire (2000)Current Practices in Serious Game Research (2009)Video games as a complementary therapy tool in mental disorders: PlayMancer, a European multicentre study (2012)Digital Game-Based Learning (2020)Quality Criteria for Serious Games: Serious Part, Game Part, and Balance (2020)Effects of cooperative, competitive, and individualistic goal structures on achievement: A meta-analysis. (1981)Cooperative Learning: Theory, Research and Practice (1983)Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games (1996)The competition–performance relation: A meta-analytic review and test of the opposing processes model of competition and performance. (2012)Educational games - Are they worth the effort? A literature survey of the effectiveness of serious games (2013)The impact of individual, competitive, and collaborative mathematics game play on learning, performance, and motivation. (2013)Managerial Behavior, Performance, and Effectiveness. (1971)Using the Longitudinal Structure of Earnings to Estimate the Effect of Training Programs (1984)Using the Longitudinal Structure of Earnings to Estimate the Effect of Training Programs (1985)CONSTRAINTS ON THE ADOPTION OF PSYCHOLOGY‐BASED PERSONNEL PRACTICES: LESSONS FROM ORGANIZATIONAL INNOVATION (1993)INDIVIDUAL AND SITUATIONAL INFLUENCES ON THE DEVELOPMENT OF SELF‐EFFICACY: IMPLICATIONS FOR TRAINING EFFECTIVENESS (1993)Talent management and dynamic view of talent in small and medium enterprises (2016)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)Toward a Theory of Intrinsically Motivating Instruction* (1981)The impact of intrinsic motivation on e‐learning in authentic computer tasks (2004)Multimedia Learning (2002)On the usability and likeability of virtual reality games for education: The case of VR-ENGAGE (2006)How features of educational technology applications affect student reading outcomes: A meta-analysis (2012)Toward a Taxonomy Linking Game Attributes to Learning (2012)The effects of modern mathematics computer games on mathematics achievement and class motivation (2010)Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. 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References

  • 1992The Effectiveness of Games for Educational Purposes: A Review of Recent Research765 cited
  • 2005How can exploratory learning with games and simulations within the curriculum be most effectively evaluated?751 cited
  • 2006Successful implementation of user-centered game based learning in higher education: An example from civil engineering660 cited
  • 1999The use of computer games as an educational tool: identification of appropriate game types and game elements452 cited
  • 2005Combining Software Games with Education: Evaluation of its Educational Effectiveness422 cited
  • 2006Gameplaying for maths learning: cooperative or not?323 cited
  • 2006Game object model version II: a theoretical framework for educational game development307 cited
  • 2007Improvement in Cancer-Related Knowledge Following Use of a Psychoeducational Video Game for Adolescents and Young Adults with Cancer289 cited
  • 1988A SURVEY OF MANAGEMENT TRAINING AND EDUCATION PRACTICES IN U.S. COMPANIES227 cited
  • 2007An application of games‐based learning within software engineering196 cited
  • 2002Forty Simple Computer Games and What They Could Mean to Educators193 cited
  • 2007A methodological proposal for learning games selection and quality assessment87 cited
  • 2002Development and Evaluation of an Interactive Web-Based Breast Imaging Game for Medical Students66 cited
  • 2000

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Enhancing Learning Capabilities by Providing Transparency in Business Simulators
63 cited
  • 2002Learning preferences towards computerised competitive modes61 cited
  • Cited by

    • 2019Categorizing Game Design Elements into Educational Game Design Fundamentals42 cited