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Approaching Sustainability Learning Via Digital Serious Games
16 references·1 citing·43 second hop
Approaching Sustainability Learning Via Digital Serious Games (2018)Approaching Sustainability Learning Via D…Gender, health and the 2030 agenda for sustainable development (2018)Gender, health and the 2030 a…Gamification: a systematic review of design frameworks (2017)Gamification: a systematic re…Serious Games (2016)Serious GamesSerious Games and Edutainment Applications (2011)Serious Games and Edutainment…Origins of Serious Games (2011)Origins of Serious GamesFrom game design elements to gamefulness (2011)From game design elements to …Classifying Serious Games (2011)Classifying Serious GamesThe “I's” Have It: A Framework for Serious Educational Game Design (2010)The “I's” Have It: A Framewor…Persuasive games: the expressive power of videogames (2008)Persuasive games: the express…Game Design Workshop (2008)Game Design WorkshopTaking educational games seriously: using the RETAIN model to design endogenous fantasy into standalone educational games (2007)Taking educational games seri…Persuasive Games (2007)Persuasive GamesGame design and learning: a conjectural analysis of how massively multiple online role-playing games (MMORPGs) foster intrinsic motivation (2006)Game design and learning: a c…Serious Games: Games That Educate, Train, and Inform (2005)Serious Games: Games That Edu…Research on Direct Instruction: 25 Years beyond DISTAR. (1996)Research on Direct Instructio…A Five-Stage Model of the Mental Activities Involved in Directed Skill Acquisition (1980)A Five-Stage Model of the Men…Playful interventions for sustainability awareness in educational environments: A longitudinal, large-scale study in three countries (2022)Playful interventions for sus…What video games have to teach us about learning and literacy (2003)What Video Games Have to Teach Us about Learning and Literacy (2004)How Computer Games Help Children Learn (2006)Learning factories for future oriented research and education in manufacturing (2017)Serious Games for Mental Health: Are They Accessible, Feasible, and Effective? A Systematic Review and Meta-analysis (2017)An overview of serious games for disaster risk management – Prospects and limitations for informing actions to arrest increasing risk (2018)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)The origins of intelligence in children. (1952)Thought and language (1962)Mind in Society: The Development of Higher Psychological Processes (1978)Children's Motivations for Video Game Play in the Context of Normal Development (2010)A meta-analysis of serious digital games for healthy lifestyle promotion (2014)Escape education: A systematic review on escape rooms in education (2020)Naturalistic inquiry (1985)Situated Learning (1991)Sustaining iterative game playing processes in DGBL: The relationship between motivational processing and outcome processing (2010)Building virtual cities, inspiring intelligent citizens: Digital games for developing students’ problem solving and learning motivation (2012)Designing and integrating purposeful learning in game play: a systematic review (2015)Closing the gap in a generation: health equity through action on the social determinants of health (2009)The Problem With the Phrase Women and Minorities: Intersectionality—an Important Theoretical Framework for Public Health (2012)Global health burden and needs of transgender populations: a review (2016)Governing the Interlinkages between the Sustainable Development Goals: Approaches to Attain Policy Integration (2017)The nature and variety of innovation (2018)Gender equality and gender norms: framing the opportunities for health (2019)Novice to Expert: An Exploration of How Professionals Learn (1999)Cognitive Load Theory: Implications for medical education: AMEE Guide No. 86 (2014)Inquiry and critical thinking skills for the next generation: from artificial intelligence back to human intelligence (2019)Democracy of Objects (2011)The role of psychology in understanding the impact of computer games (2011)Serious games and the gamification of tourism (2016)Serious Games : An Overview (2007)Developing a Theory of Gamified Learning (2014)A systematic review of gamification in e-Health (2017)The Gaming of Policy and the Politics of Gaming: A Review (2009)Teaching and Learning Argumentative Reading and Writing: A Review of Research (2011)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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  • 2011From game design elements to gamefulness8,391 cited
  • 2005Serious Games: Games That Educate, Train, and Inform2,069 cited
  • 2008Persuasive games: the expressive power of videogames1,703 cited
  • 1980A Five-Stage Model of the Mental Activities Involved in Directed Skill Acquisition1,570 cited
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  • 2018Gender, health and the 2030 agenda for sustainable development564 cited
  • 2010The “I's” Have It: A Framework for Serious Educational Game Design478 cited
  • 2011Origins of Serious Games420 cited
  • 2006Game design and learning: a conjectural analysis of how massively multiple online role-playing games (MMORPGs) foster intrinsic motivation386 cited
  • 1996Research on Direct Instruction: 25 Years beyond DISTAR.356 cited
  • 2007Taking educational games seriously: using the RETAIN model to design endogenous fantasy into standalone educational games354 cited
  • 2011Classifying Serious Games334 cited
  • 2017Gamification: a systematic review of design frameworks327 cited
  • 2016Serious Games327 cited
  • 2011

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Serious Games and Edutainment Applications
315 cited

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  • 2022Playful interventions for sustainability awareness in educational environments: A longitudinal, large-scale study in three countries34 cited