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Adquisición de competencias a través de juegos serios en el área contable: un análisis empírico
16 references·2 citing·37 second hop
Adquisición de competencias a través de juegos serios en el área contable: un análisis empírico (2017)Adquisición de competencias a través de j…Digital Games, Design, and Learning (2015)Digital Games, Design, and Le…The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)The Gamification of Learning …Our Princess Is in Another Castle (2012)Our Princess Is in Another Ca…Digital Natives, Digital Immigrants (2012)Digital Natives, Digital Immi…A systematic literature review of empirical evidence on computer games and serious games (2012)A systematic literature revie…The role of psychology in understanding the impact of computer games (2011)The role of psychology in und…From game design elements to gamefulness (2011)From game design elements to …The effects of modern mathematics computer games on mathematics achievement and class motivation (2010)The effects of modern mathema…Not just fun, but serious strategies: Using meta-cognitive strategies in game-based learning (2009)Not just fun, but serious str…Net generation or Digital Natives: Is there a distinct new generation entering university? (2009)Net generation or Digital Nat…Investigating the impact of video games on high school students’ engagement and learning about genetics (2009)Investigating the impact of v…Learning in immersive worlds: A review of game-based learning (2006)Learning in immersive worlds:…Serious Games: Games That Educate, Train, and Inform (2005)Serious Games: Games That Edu…Digital Natives, Digital Immigrants Part 1 (2001)Digital Natives, Digital Immi…Advancing the Art of Simulation in the Social Sciences (1997)Advancing the Art of Simulati…Active learning : creating excitement in the classroom (1991)Active learning : creating ex…Variables que influyen en el emprendimiento en Ecuador (2022)Variables que influyen en el …Improving Knowledge about the Sustainable Development Goals through a Collaborative Learning Methodology and Serious Game (2020)Improving Knowledge about the…Digital Natives, Digital Immigrants Part 2: Do They Really Think Differently? (2001)Beyond the ‘digital natives’ debate: Towards a more nuanced understanding of students' technology experiences (2010)The digital natives as learners: Technology use patterns and approaches to learning (2013)Detecting latent topics and trends in educational technologies over four decades using structural topic modeling: A retrospective of all volumes of Computers & Education (2020)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Gamification. using game-design elements in non-gaming contexts (2011)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Gamification in theory and action: A survey (2014)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Digital game-based learning (2003)The ‘digital natives’ debate: A critical review of the evidence (2008)Digital Natives, Digital Immigrants (2013)Covid-19 pandemic and online learning: the challenges and opportunities (2020)Situated Cognition and the Culture of Learning (1989)Bias in meta-analysis detected by a simple, graphical test (1997)Self-Efficacy: The Exercise of Control (1999)Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. (2017)The effect of games and simulations on higher education: a systematic literature review (2017)The Gamification of Learning: a Meta-analysis (2019)From Content to Context: Videogames as Designed Experience (2006)Gameplay Engagement and Learning in Game-Based Learning (2015)Toward Meaningful Engagement: A Framework for Design and Research of Gamified Information Systems1 (2017)Games, Motivation, and Learning: A Research and Practice Model (2002)Why do people play on-line games? An extended TAM with social influences and flow experience (2003)Enjoyment: At the Heart of Media Entertainment (2004)Gamifying learning experiences: Practical implications and outcomes (2013)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Handbook of Self-Regulation of Learning and Performance (2017)Serious Games : An Overview (2007)Developing a Theory of Gamified Learning (2014)A systematic review of gamification in e-Health (2017)The Flipped Classroom (2013)The Flipped Classroom: An Opportunity To Engage Millennial Students Through Active Learning Strategies (2013)Flipping the classroom for English language learners to foster active learning (2014)Understanding Generation Y and their use of social media: a review and research agenda (2013)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)
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  • 2001Digital Natives, Digital Immigrants Part 111,096 cited
  • 2011From game design elements to gamefulness8,391 cited
  • 2012Digital Natives, Digital Immigrants7,107 cited
  • 1991Active learning : creating excitement in the classroom5,035 cited
  • 2012The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education3,765 cited
  • 2012A systematic literature review of empirical evidence on computer games and serious games2,890 cited
  • 2005Serious Games: Games That Educate, Train, and Inform2,069 cited
  • 2015Digital Games, Design, and Learning1,268 cited
  • 2009Net generation or Digital Natives: Is there a distinct new generation entering university?852 cited
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  • 2010The effects of modern mathematics computer games on mathematics achievement and class motivation649 cited
  • 2009Investigating the impact of video games on high school students’ engagement and learning about genetics646 cited
  • 2006Learning in immersive worlds: A review of game-based learning484 cited
  • 2009Not just fun, but serious strategies: Using meta-cognitive strategies in game-based learning

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479 cited
  • 2011The role of psychology in understanding the impact of computer games444 cited
  • Cited by

    • 2020Improving Knowledge about the Sustainable Development Goals through a Collaborative Learning Methodology and Serious Game55 cited
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