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Designing educational games: Key elements and methodological approach
16 references·1 citing·39 second hop
Designing educational games: Key elements and methodological approach (2017)Designing educational games: Key elements…Towards a trans‐disciplinary methodology for a game‐based intervention development process (2015)Towards a trans‐disciplinary …Mapping learning and game mechanics for serious games analysis (2014)Mapping learning and game mec…Designing Serious Game Interventions for Individuals with Autism (2014)Designing Serious Game Interv…Video games as a complementary therapy tool in mental disorders: PlayMancer, a European multicentre study (2012)Video games as a complementar…Serious games and learning effectiveness: The case of It’s a Deal! (2011)Serious games and learning ef…Serious gaming technology in major incident triage training: A pragmatic controlled trial (2010)Serious gaming technology in …The Art of Game Design (2008)The Art of Game DesignGame Design Workshop (2008)Game Design WorkshopThe Role of Violent Video Game Content in Adolescent Development (2007)The Role of Violent Video Gam…EMERGO: A methodology and toolkit for developing serious games in higher education (2007)EMERGO: A methodology and too…The Efficacy of Play Therapy With Children: A Meta-Analytic Review of Treatment Outcomes. (2005)The Efficacy of Play Therapy …A Theory of Fun for Game Design (2004)A Theory of Fun for Game Desi…Rules of Play: Game Design Fundamentals (2003)Rules of Play: Game Design Fu…Andrew Rollings and Ernest Adams on Game Design (2003)Andrew Rollings and Ernest Ad…The educational benefits of videogames (2002)The educational benefits of v…Beyond Nintendo: design and assessment of educational video games for first and second grade students (2002)Beyond Nintendo: design and a…How to Create Serious Games? Proposal for a Participatory Methodology (2023)How to Create Serious Games? …A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives (2001)GameFlow (2005)A systematic literature review of empirical evidence on computer games and serious games (2012)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)Experiential Learning : Experience as the Source of Learning and Development (1983)Games, Motivation, and Learning: A Research and Practice Model (2002)Benefits, barriers and guideline recommendations for the implementation of serious games in education for stakeholders and policymakers (2014)A systematic literature review on serious games evaluation: An application to software project management (2015)Culture's Consequences (2018)A scoping review of digital game-based technology on English language learning (2019)Statistical Methods for Meta-Analysis. (1986)Statistical Methods for Meta-Analysis (1988)Evidence-based Kernels: Fundamental Units of Behavioral Influence (2008)Child Sexual Abuse, Links to Later Sexual Exploitation/High-Risk Sexual Behavior, and Prevention/Treatment Programs (2010)Play, Dreams And Imitation In Childhood (2013)A Meta‐Analytic Review of Child‐Centered Play Therapy Approaches (2015)Flow: the psychology of optimal experience (1990)Self-Regulated Learning and Academic Achievement: An Overview (1990)The effects of modern mathematics computer games on mathematics achievement and class motivation (2010)A concept map-embedded educational computer game for improving students' learning performance in natural science courses (2013)The wear out effect of a game-based student response system (2014)Educational video game for juvenile diabetes: results of a controlled trial (1997)The Structural Characteristics of Video Games: A Psycho-Structural Analysis (2004)Distinguishing between games and simulations: A systematic review (2007)Videogame Addiction and its Treatment (2009)Gamification for Engaging Computer Science Students in Learning Activities: A Case Study (2014)The Lens of Intrinsic Skill Atoms: A Method for Gameful Design (2015)Serious games and the gamification of tourism (2016)The game, the player, the world: looking for a heart of gameness (2003)Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)"Alone together?" (2006)Beyond Play (2007)Playability: analysing user experience in video games (2012)Flow experience in game based learning – a systematic literature review (2017)Defining Game Mechanics (2008)From game design elements to gamefulness (2011)Gamification Science, Its History and Future: Definitions and a Research Agenda (2018)
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References

  • 2003Rules of Play: Game Design Fundamentals5,481 cited
  • 2008The Art of Game Design1,906 cited
  • 2004A Theory of Fun for Game Design1,110 cited
  • 2008Game Design Workshop1,098 cited
  • 2014Mapping learning and game mechanics for serious games analysis855 cited
  • 2005The Efficacy of Play Therapy With Children: A Meta-Analytic Review of Treatment Outcomes.833 cited
  • 2002Beyond Nintendo: design and assessment of educational video games for first and second grade students699 cited
  • 2003Andrew Rollings and Ernest Adams on Game Design524 cited
  • 2002The educational benefits of videogames334 cited
  • 2011Serious games and learning effectiveness: The case of It’s a Deal!305 cited
  • 2014Designing Serious Game Interventions for Individuals with Autism276 cited
  • 2010Serious gaming technology in major incident triage training: A pragmatic controlled trial256 cited
  • 2012Video games as a complementary therapy tool in mental disorders: PlayMancer, a European multicentre study194 cited
  • 2007EMERGO: A methodology and toolkit for developing serious games in higher education159 cited
  • 2007The Role of Violent Video Game Content in Adolescent Development141 cited

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  • 2015Towards a trans‐disciplinary methodology for a game‐based intervention development process93 cited
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    • 2023How to Create Serious Games? Proposal for a Participatory Methodology25 cited