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Game-based learning for maritime education and training: the case of Trader of the World
7 references·2 citing·37 second hop
Game-based learning for maritime education and training: the case of Trader of the World (2016)Game-based learning for maritime educatio…The benefits of playing video games. (2013)The benefits of playing video…Orientations to Video Games Among Gender and Age Groups (2008)Orientations to Video Games A…Barnga, a simulation game on cultural clashes (1990)Barnga, a simulation game on …The Art of Computer Game Design (1984)The Art of Computer Game Desi…International Chamber of Shipping (ICS) (1981)International Chamber of Ship…The systematic design of instruction (1978)The systematic design of inst…The Hopkins Games Program: Conclusions from Seven Years of Research (1973)The Hopkins Games Program: Co…Game‐based learning for better decision‐making: A collision prevention training for maritime transportation engineering students (2022)Game‐based learning for bette…Designing an educational music game for digital game based learning: A Lithuanian case study (2018)Designing an educational musi…Conditions of Learning (1965)Principles of Instructional Design (1974)Educational Technology (1992)Mastering the instructional design process a systematic approach (1992)Evaluating intertwined effects in e-learning programs: A novel hybrid MCDM model based on factor analysis and DEMATEL (2006)The Systematic Design of Instruction (2006)Mind in Society: The Development of Higher Psychological Processes (1978)Social Learning Theory. (1978)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)A Large-Scale Test of the Goldilocks Hypothesis (2017)Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. (2017)Associations between screen time and lower psychological well-being among children and adolescents: Evidence from a population-based study (2018)Research in Organizational Behavior (1984)Uses and Gratifications Theory in the 21st Century (2000)What Video Games Have to Teach Us about Learning and Literacy (2004)Gaming as extramural English L2 learning and L2 proficiency among young learners (2012)Demographic differences in perceived benefits from gamification (2014)The Psychology of Esports: A Systematic Literature Review (2018)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1956)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1994)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Can Gamification Assist Learning? A Study to Design and Explore the Uses of Educational Music Games for Adults and Young Learners (2022)Toward a Theory of Situation Awareness in Dynamic Systems (1995)Interactive-engagement versus traditional methods: A six-thousand-student survey of mechanics test data for introductory physics courses (1998)Games, Motivation, and Learning: A Research and Practice Model (2002)Yearbook of International Organizations (2004)Decarbonizing the Freight and Logistics Sector (2021)Prediction of human error probability in helicopter to ship transfer operation under an evidential reasoning extended CREAM approach (2024)Giving a virtual voice to the silent language of culture: The Cultura project (2001)Developing Multicultural Counseling Competencies Through Experiential Learning (2002)Assessing intercultural effectiveness outcomes in a year-long study abroad program (2009)Defining gamification (2012)Gamification in theory and action: A survey (2014)A definition for gamification: anchoring gamification in the service marketing literature (2016)Experiential Learning Programs for Youth (1980)Taking Games Seriously (2008)Serious Games Evaluation: Processes, Models, and Concepts (2016)
this work references cited by second hop

References

  • 2013The benefits of playing video games.2,590 cited
  • 1978The systematic design of instruction2,226 cited
  • 1984The Art of Computer Game Design919 cited
  • 2008Orientations to Video Games Among Gender and Age Groups402 cited
  • 1990Barnga, a simulation game on cultural clashes112 cited
  • 1973The Hopkins Games Program: Conclusions from Seven Years of Research41 cited
  • 1981International Chamber of Shipping (ICS)35 cited

Cited by

  • 2018Designing an educational music game for digital game based learning: A Lithuanian case study26 cited
  • 2022Game‐based learning for better decision‐making: A collision prevention training for maritime transportation engineering students22 cited

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