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Play and Learn with Patients—Designing and Evaluating a Serious Game to Enhance Nurses' Inhaler Teaching Techniques: A Randomized Controlled Trial
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Play and Learn with Patients—Designing and Evaluating a Serious Game to Enhance Nurses' Inhaler Teaching Techniques: A Randomized Controlled Trial (2019)Play and Learn with Patients—Designing an…Serious games for health: three steps forwards (2017)Serious games for health: thr…Designing and evaluating the effectiveness of a serious game for safe administration of blood transfusion: A randomized controlled trial (2017)Designing and evaluating the …Using a serious game to complement CPR instruction in a nurse faculty (2015)Using a serious game to compl…What is Technological Pedagogical Content Knowledge (TPACK)? (2013)What is Technological Pedagog…Self-efficacy, overconfidence, and the negative effect on subsequent performance: A field study (2009)Self-efficacy, overconfidence…Developing Serious Games (Game Development Series) (2005)Developing Serious Games (Gam…Involvement of End Users in the Development of Serious Games for Health Care Professions Education: Systematic Descriptive Review (2021)Involvement of End Users in t…Those Who Understand: Knowledge Growth in Teaching (1986)Knowledge and Teaching:Foundations of the New Reform (1987)Technological Pedagogical Content Knowledge: A Framework for Teacher Knowledge (2006)Cutting the distance in distance education: Perspectives on what promotes positive, online learning experiences (2011)Preparing pre-service teachers to integrate technology in education: A synthesis of qualitative evidence (2011)Teacher beliefs and technology integration (2012)Social Cognitive Theory and Individual Reactions to Computing Technology: A Longitudinal Study1 (1999)Social Cognitive Theory: An Agentic Perspective (2001)Negative self-efficacy and goal effects revisited. (2003)Gender-differences in Self-efficacy ICT related to various ICT-user profiles in Finland and Norway. How do self-efficacy, gender and ICT-user profiles relate to findings from PISA 2006 (2011)Differences in service quality perceptions of stakeholders in the hotel industry (2015)Innovative work behavior and personality traits (2017)Games, Motivation, and Learning: A Research and Practice Model (2002)Flow in games (and everything else) (2007)Games for science and engineering education (2007)From experiencing to critical thinking: a contextual game-based learning approach to improving nursing students’ performance in Electrocardiogram training (2019)Serious Games in Health Professions Education: Review of Trends and Learning Efficacy (2019)Game-based learning in undergraduate nursing education: A systematic review of mixed-method studies (2022)Flow: the psychology of optimal experience (1990)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Active learning increases student performance in science, engineering, and mathematics (2014)Learning good manufacturing practices in an escape room: Validation of a new pedagogical tool (2019)A Serious Game Designed to Promote Safe Behaviors Among Health Care Workers During the COVID-19 Pandemic: Development of “Escape COVID-19” (2020)Serious games for environmental education (2023)Content creation challenges and flow experience in educational games: The IT-Emperor case (2005)A Systematic Review of Serious Games in Training Health Care Professionals (2015)Effectiveness of serious games in nurse education: A systematic review (2021)Synthesizing information systems knowledge: A typology of literature reviews (2014)CONSORT 2010 statement: extension to randomised pilot and feasibility trials (2016)CONSORT 2010 statement: extension to randomised pilot and feasibility trials (2016)Serious Games for Cultural Applications (2011)Effectiveness of Serious Games to Increase Physical Activity in Children With a Chronic Disease: Systematic Review With Meta-Analysis (2020)
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References

  • 2013What is Technological Pedagogical Content Knowledge (TPACK)?2,787 cited
  • 2017Designing and evaluating the effectiveness of a serious game for safe administration of blood transfusion: A randomized controlled trial164 cited
  • 2009Self-efficacy, overconfidence, and the negative effect on subsequent performance: A field study158 cited
  • 2015Using a serious game to complement CPR instruction in a nurse faculty133 cited
  • 2017Serious games for health: three steps forwards124 cited
  • 2005Developing Serious Games (Game Development Series)60 cited

Cited by

  • 2021Involvement of End Users in the Development of Serious Games for Health Care Professions Education: Systematic Descriptive Review30 cited

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