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AMELIO
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AMELIO (2017)AMELIOThe Transformative Potential of Role-Playing Games—: From Play Skills to Human Skills (2016)The Transformative Potential …The Development and Validation of the Game User Experience Satisfaction Scale (GUESS) (2016)The Development and Validatio…Proceedings of the 8th European Conference on Games Based Learning (2014)Proceedings of the 8th Europe…The research and evaluation of serious games: Toward a comprehensive methodology (2013)The research and evaluation o…There’s a Science for That (2011)There’s a Science for ThatSerious Games Usability Testing: How to Ensure Proper Usability, Playability, and Effectiveness (2011)Serious Games Usability Testi…Does Team Training Improve Team Performance? A Meta-Analysis (2008)Does Team Training Improve Te…Transformational Leadership in Work Groups (2002)Transformational Leadership i…Application of cognitive, skill-based, and affective theories of learning outcomes to new methods of training evaluation. (1993)Application of cognitive, ski…Team-member exchange quality: A new construct for role-making research (1989)Team-member exchange quality:…Kintsugi VR: Designing with Fractured Objects (2022)Kintsugi VR: Designing with F…Digital Escape Rooms as Game-Based Learning Environments: A Study in Sex Education (2022)Digital Escape Rooms as Game-…Escapp: A Web Platform for Conducting Educational Escape Rooms (2021)Escapp: A Web Platform for Co…CySecEscape 2.0—A Virtual Escape Room To Raise Cybersecurity Awareness (2021)CySecEscape 2.0—A Virtual Esc…Revealing Hidden Local Cultural Heritage through a Serious Escape Game in Outdoor Settings (2020)Revealing Hidden Local Cultur…Educational Escape Rooms as a Tool for Horizontal Mathematization: Learning Process Evidence (2020)Educational Escape Rooms as a…Enter the Serious E-scape Room: A Cost-Effective Serious Game Model for Deep and Meaningful E-learning (2019)Enter the Serious E-scape Roo…The Practice of Social Research (1989)Flow: the psychology of optimal experience (1990)Psychological Safety and Learning Behavior in Work Teams (1999)A Brief History of Serious Games (2016)Role-play simulations for climate change adaptation education and engagement (2016)Simulations in Entrepreneurship Education: Serious Games and Learning Through Play (2018)Mail and Telephone Surveys: The Total Design Method. 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(1994)Self-Efficacy: The Exercise of Control (1999)Neuro-Linguistic Programming, Positive Psychology & VR in Special Education (2021)Serious Games as a Complementary Tool for Social Skill Development in Young People: A Systematic Review of the Literature (2021)Therapeutic Use of Role-Playing Game (RPG) in Mental Health: A Scoping Review (2022)Testing Structural Equation Models. (1994)Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives (1999)Structural equation modeling with AMOS: basic concepts, applications, and programming (2000)Heuristic Evaluation on Usability of Educational Games: A Systematic Review (2019)Inducing individuals to engage in a gamified platform for environmental conservation (2020)Escape Rooms in STEM Teaching and Learning—Prospective Field or Declining Trend? 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References

  • 1993Application of cognitive, skill-based, and affective theories of learning outcomes to new methods of training evaluation.1,829 cited
  • 2008Does Team Training Improve Team Performance? A Meta-Analysis778 cited
  • 1989Team-member exchange quality: A new construct for role-making research764 cited
  • 2002Transformational Leadership in Work Groups559 cited
  • 2016The Development and Validation of the Game User Experience Satisfaction Scale (GUESS)347 cited
  • 2013The research and evaluation of serious games: Toward a comprehensive methodology309 cited
  • 2014Proceedings of the 8th European Conference on Games Based Learning153 cited
  • 2016The Transformative Potential of Role-Playing Games—: From Play Skills to Human Skills146 cited
  • 2011There’s a Science for That126 cited
  • 2011Serious Games Usability Testing: How to Ensure Proper Usability, Playability, and Effectiveness94 cited

Cited by

  • 2021CySecEscape 2.0—A Virtual Escape Room To Raise Cybersecurity Awareness56 cited
  • 2019Enter the Serious E-scape Room: A Cost-Effective Serious Game Model for Deep and Meaningful E-learning52 cited
  • 2021Escapp: A Web Platform for Conducting Educational Escape Rooms47 cited
  • 2020Educational Escape Rooms as a Tool for Horizontal Mathematization: Learning Process Evidence

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44 cited
  • 2022Digital Escape Rooms as Game-Based Learning Environments: A Study in Sex Education43 cited
  • 2020Revealing Hidden Local Cultural Heritage through a Serious Escape Game in Outdoor Settings40 cited
  • 2022Kintsugi VR: Designing with Fractured Objects12 cited