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Serious games for health: three steps forwards
16 references·10 citing·47 second hop
Serious games for health: three steps forwards (2017)Serious games for health: three steps for…Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Challenging games help studen…Active learning increases student performance in science, engineering, and mathematics (2014)Active learning increases stu…A meta-analysis of the cognitive and motivational effects of serious games. (2013)A meta-analysis of the cognit…Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies (2012)Serious games as new educatio…Role of Video Games in Improving Health-Related Outcomes (2012)Role of Video Games in Improv…A META‐ANALYTIC EXAMINATION OF THE INSTRUCTIONAL EFFECTIVENESS OF COMPUTER‐BASED SIMULATION GAMES (2011)A META‐ANALYTIC EXAMINATION O…Evaluating Training Programs : The Four Levels (2009)Evaluating Training Programs …Measuring and defining the experience of immersion in games (2008)Measuring and defining the ex…Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching (2006)Why Minimal Guidance During I…How can exploratory learning with games and simulations within the curriculum be most effectively evaluated? (2005)How can exploratory learning …Does Active Learning Work? A Review of the Research (2004)Does Active Learning Work? A …Academic Engagement: Current Perspectives on Research and Practice (2002)Academic Engagement: Current …Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Intrinsic and Extrinsic Motiv…The effects of feedback interventions on performance: A historical review, a meta-analysis, and a preliminary feedback intervention theory. (1996)The effects of feedback inter…Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…Serious games for environmental education (2023)Serious games for environment…The effectiveness of serious games designed for infection prevention and promotion of safe behaviors of senior nursing students during the COVID-19 pandemic (2022)The effectiveness of serious …Comparison of the effectiveness of lecture instruction and virtual reality-based serious gaming instruction on the medical students’ learning outcome about approach to coma (2021)Comparison of the effectivene…Teaching Adequate Prehospital Use of Personal Protective Equipment During the COVID-19 Pandemic: Development of a Gamified e-Learning Module (2020)Teaching Adequate Prehospital…Relationship Between Children’s Enjoyment, User Experience Satisfaction, and Learning in a Serious Video Game for Nutrition Education: Empirical Pilot Study (2020)Relationship Between Children…Does gamification improve fruit and vegetable intake in adolescents? a systematic review (2020)Does gamification improve fru…A Serious Game Designed to Promote Safe Behaviors Among Health Care Workers During the COVID-19 Pandemic: Development of “Escape COVID-19” (2020)A Serious Game Designed to Pr…Play and Learn with Patients—Designing and Evaluating a Serious Game to Enhance Nurses' Inhaler Teaching Techniques: A Randomized Controlled Trial (2019)Play and Learn with Patients—…Learning good manufacturing practices in an escape room: Validation of a new pedagogical tool (2019)Learning good manufacturing p…Impact of Using a 3D Visual Metaphor Serious Game to Teach History-Taking Content to Medical Students: Longitudinal Mixed Methods Pilot Study (2019)Impact of Using a 3D Visual M…The magical number seven, plus or minus two: Some limits on our capacity for processing information. 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References

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  • 2006Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching6,900 cited
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  • 2005How can exploratory learning with games and simulations within the curriculum be most effectively evaluated?751 cited
  • 2012

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Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies
726 cited
  • 2012Role of Video Games in Improving Health-Related Outcomes467 cited
  • 2002Academic Engagement: Current Perspectives on Research and Practice398 cited
  • Cited by

    • 2023Serious games for environmental education106 cited
    • 2020A Serious Game Designed to Promote Safe Behaviors Among Health Care Workers During the COVID-19 Pandemic: Development of “Escape COVID-19”78 cited
    • 2019Learning good manufacturing practices in an escape room: Validation of a new pedagogical tool58 cited
    • 2020Teaching Adequate Prehospital Use of Personal Protective Equipment During the COVID-19 Pandemic: Development of a Gamified e-Learning Module52 cited
    • 2021Comparison of the effectiveness of lecture instruction and virtual reality-based serious gaming instruction on the medical students’ learning outcome about approach to coma51 cited
    • 2020Relationship Between Children’s Enjoyment, User Experience Satisfaction, and Learning in a Serious Video Game for Nutrition Education: Empirical Pilot Study49 cited
    • 2022The effectiveness of serious games designed for infection prevention and promotion of safe behaviors of senior nursing students during the COVID-19 pandemic46 cited
    • 2020Does gamification improve fruit and vegetable intake in adolescents? a systematic review42 cited
    • 2019Impact of Using a 3D Visual Metaphor Serious Game to Teach History-Taking Content to Medical Students: Longitudinal Mixed Methods Pilot Study32 cited
    • 2019Play and Learn with Patients—Designing and Evaluating a Serious Game to Enhance Nurses' Inhaler Teaching Techniques: A Randomized Controlled Trial31 cited