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Elements Explaining Learning Clinical Reasoning Using Simulation Games
16 references·0 citing·49 second hop
Elements Explaining Learning Clinical Reasoning Using Simulation Games (2016)Elements Explaining Learning Clinical Rea…Nursing students’ experiential learning processes using an online 3D simulation game (2015)Nursing students’ experientia…The evaluation of different gaming modes and feedback types on game-based formative assessment in an online learning environment (2014)The evaluation of different g…Mapping learning and game mechanics for serious games analysis (2014)Mapping learning and game mec…A Comprehensive Review of Serious Games in Health Professions (2014)A Comprehensive Review of Ser…Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness (2013)Digital game-based learning: …A systematic literature review of empirical evidence on computer games and serious games (2012)A systematic literature revie…The concept of reflection in nursing: Qualitative findings on student and teacher perspectives (2011)The concept of reflection in …Glued to games: how video games draw us in and hold us spellbound (2011)Glued to games: how video gam…Educational gaming in the health sciences: systematic review (2008)Educational gaming in the hea…From Content to Context: Videogames as Designed Experience (2006)From Content to Context: Vide…Learning by Design: Good Video Games as Learning Machines (2005)Learning by Design: Good Vide…How can exploratory learning with games and simulations within the curriculum be most effectively evaluated? (2005)How can exploratory learning …Digital game-based learning: Towards an experiential gaming model (2005)Digital game-based learning: …Design-based research and technology-enhanced learning environments (2005)Design-based research and tec…User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)User Acceptance of Computer T…The reflective practitioner: How professionals think in action (1984)The reflective practitioner: …A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives (2001)GameFlow (2005)An activity theory-based model for serious games analysis and conceptual design (2015)The maturing of gamification research (2017)A Meta-Analysis of Use of Serious Games in Education over a Decade (2019)The magical number seven, plus or minus two: Some limits on our capacity for processing information. 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References

  • 1989User Acceptance of Computer Technology: A Comparison of Two Theoretical Models25,696 cited
  • 1984The reflective practitioner: How professionals think in action19,752 cited
  • 2012A systematic literature review of empirical evidence on computer games and serious games2,890 cited
  • 2005Design-based research and technology-enhanced learning environments2,239 cited
  • 2005Digital game-based learning: Towards an experiential gaming model1,456 cited
  • 2006From Content to Context: Videogames as Designed Experience1,091 cited
  • 2014Mapping learning and game mechanics for serious games analysis855 cited
  • 2005Learning by Design: Good Video Games as Learning Machines829 cited
  • 2005How can exploratory learning with games and simulations within the curriculum be most effectively evaluated?751 cited
  • 2013Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness614 cited
  • 2011Glued to games: how video games draw us in and hold us spellbound333 cited
  • 2014A Comprehensive Review of Serious Games in Health Professions196 cited
  • 2008Educational gaming in the health sciences: systematic review192 cited
  • 2014The evaluation of different gaming modes and feedback types on game-based formative assessment in an online learning environment144 cited

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  • 2011The concept of reflection in nursing: Qualitative findings on student and teacher perspectives107 cited
  • 2015Nursing students’ experiential learning processes using an online 3D simulation game103 cited
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