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Comparing Serious Games and Educational Simulations: Effects on Enjoyment, Deep Thinking, Interest and Cognitive Learning Gains
16 references·2 citing·41 second hop
Comparing Serious Games and Educational Simulations: Effects on Enjoyment, Deep Thinking, Interest and Cognitive Learning Gains (2018)Comparing Serious Games and Educational S…Gamification in theory and action: A survey (2014)Gamification in theory and ac…Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does Gamification Work? -- A …The benefits of playing video games. (2013)The benefits of playing video…Gamifying learning experiences: Practical implications and outcomes (2013)Gamifying learning experience…A meta-analysis of the cognitive and motivational effects of serious games. (2013)A meta-analysis of the cognit…A systematic literature review of empirical evidence on computer games and serious games (2012)A systematic literature revie…From game design elements to gamefulness (2011)From game design elements to …Cognitive Load Theory (2011)Cognitive Load TheoryLikert scales, levels of measurement and the “laws” of statistics (2010)Likert scales, levels of meas…Job Engagement: Antecedents and Effects on Job Performance (2010)Job Engagement: Antecedents a…Serious Games: Games That Educate, Train, and Inform (2005)Serious Games: Games That Edu…Design-based research and technology-enhanced learning environments (2005)Design-based research and tec…School Engagement: Potential of the Concept, State of the Evidence (2004)School Engagement: Potential …Cognitive Load Theory and Instructional Design: Recent Developments (2003)Cognitive Load Theory and Ins…Games, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. (1999)A meta-analytic review of exp…Examining the relationships between students’ perceptions of technology, pedagogy, and cognition: the case of immersive virtual reality mini games to foster computational thinking in higher education (2023)Examining the relationships b…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…The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1956)Cognitive Load During Problem Solving: Effects on Learning (1988)The magical number seven, plus or minus two: Some limits on our capacity for processing information. 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References

  • 2004School Engagement: Potential of the Concept, State of the Evidence12,540 cited
  • 2011From game design elements to gamefulness8,391 cited
  • 1999A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation.7,172 cited
  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification5,197 cited
  • 2011Cognitive Load Theory4,841 cited
  • 2010Likert scales, levels of measurement and the “laws” of statistics4,832 cited
  • 2010Job Engagement: Antecedents and Effects on Job Performance3,842 cited
  • 2002Games, Motivation, and Learning: A Research and Practice Model3,211 cited
  • 2003Cognitive Load Theory and Instructional Design: Recent Developments3,025 cited
  • 2012A systematic literature review of empirical evidence on computer games and serious games2,890 cited
  • 2014Gamification in theory and action: A survey2,509 cited
  • 2013The benefits of playing video games.2,456 cited
  • 2005Design-based research and technology-enhanced learning environments2,239 cited
  • 2005Serious Games: Games That Educate, Train, and Inform2,069 cited
  • 2013Gamifying learning experiences: Practical implications and outcomes

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2,013 cited
  • 2013A meta-analysis of the cognitive and motivational effects of serious games.1,857 cited
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    • 2023Examining the relationships between students’ perceptions of technology, pedagogy, and cognition: the case of immersive virtual reality mini games to foster computational thinking in higher education56 cited
    • 2020Relationship Between Children’s Enjoyment, User Experience Satisfaction, and Learning in a Serious Video Game for Nutrition Education: Empirical Pilot Study49 cited