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Gender-based Engagement Model for Serious Games
16 references·0 citing·55 second hop
Gender-based Engagement Model for Serious Games (2018)Gender-based Engagement Model for Serious…Investigating the Impact of Gaming Habits, Gender, and Age on the Effectiveness of an Educational Video Game: An Exploratory Study (2016)Investigating the Impact of G…Do Men Advance Faster Than Women? Debunking the Gender Performance Gap in Two Massively Multiplayer Online Games (2016)Do Men Advance Faster Than Wo…CMX: The Effects of an Educational MMORPG on Learning and Teaching Computer Programming (2016)CMX: The Effects of an Educat…Using life course theory to frame women and girls' trajectories toward (or away) from computing: Pre high-school through college years (2015)Using life course theory to f…Gameplay Engagement and Learning in Game-Based Learning (2015)Gameplay Engagement and Learn…An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games (2015)An update to the systematic l…The use of computer games as foreign language learning tasks for digital natives (2014)The use of computer games as …Using a Serious Game Approach to Teach 'Operator Precedence' to Introductory Programming Students (2013)Using a Serious Game Approach…Influencing middle school girls to study computer science through educational computer games (2013)Influencing middle school gir…Gender and player characteristics in video game play of preadolescents (2012)Gender and player characteris…Using serious games in computer science education (2011)Using serious games in comput…Games and machine learning: a powerful combination in an artificial intelligence course (2010)Games and machine learning: a…Fundamentals of game design (2010)Fundamentals of game designDesigning Computer Games to Teach Algorithms (2010)Designing Computer Games to T…Video Game Characters and the Socialization of Gender Roles: Young People’s Perceptions Mirror Sexist Media Depictions (2007)Video Game Characters and the…Game, Motivation, and Effective Learning: An Integrated Model for Educational Game Design (2005)Game, Motivation, and Effecti…Homo Ludens: A Study of the Play-Element in Culture. 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(1996)Social Cognitive Theory of Mass Communication (2001)Looking for Gender: Gender Roles and Behaviors Among Online Gamers (2009)Media and Sexualization: State of Empirical Research, 1995–2015 (2016)What is a True Gamer? The Male Gamer Stereotype and the Marginalization of Women in Video Game Culture (2016)Philosophical Investigations. 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Evidence from a meta-analysis and synthesis of qualitative data in educational contexts (2020)Mapping research in student engagement and educational technology in higher education: a systematic evidence map (2020)Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)A technology acceptance model for empirically testing new end-user information systems : theory and results (1985)Communities of practice learning, meaning, and identity (1999)Rules of Play: Game Design Fundamentals (2003)Serious Game Design in Health Education: A Systematic Review (2022)The Use of Educational Games in Programming Assignments: SQL Island as a Case Study (2022)Learning and Motivational Impact of Game-Based Learning: Comparing Face-to-Face and Online Formats on Computer Science Education (2023)Stereotype threat and the intellectual test performance of African Americans. 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References

  • 2010Fundamentals of game design1,226 cited
  • 2015An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games1,133 cited
  • 2015Gameplay Engagement and Learning in Game-Based Learning547 cited
  • 2007Video Game Characters and the Socialization of Gender Roles: Young People’s Perceptions Mirror Sexist Media Depictions385 cited
  • 2005Game, Motivation, and Effective Learning: An Integrated Model for Educational Game Design195 cited
  • 2012Gender and player characteristics in video game play of preadolescents159 cited
  • 2016Do Men Advance Faster Than Women? Debunking the Gender Performance Gap in Two Massively Multiplayer Online Games122 cited
  • 2016CMX: The Effects of an Educational MMORPG on Learning and Teaching Computer Programming91 cited
  • 2014The use of computer games as foreign language learning tasks for digital natives79 cited
  • 2011Using serious games in computer science education53 cited
  • 2016Investigating the Impact of Gaming Habits, Gender, and Age on the Effectiveness of an Educational Video Game: An Exploratory Study52 cited
  • 2010Designing Computer Games to Teach Algorithms46 cited
  • 2010Games and machine learning: a powerful combination in an artificial intelligence course31 cited
  • 2013Influencing middle school girls to study computer science through educational computer games

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29 cited
  • 2013Using a Serious Game Approach to Teach 'Operator Precedence' to Introductory Programming Students24 cited
  • 2015Using life course theory to frame women and girls' trajectories toward (or away) from computing: Pre high-school through college years14 cited
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