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Evaluating GSD-Aware
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Evaluating GSD-Aware (2019)Evaluating GSD-AwareSerious Games as a Means for Scientific Knowledge Transfer—A Case From Engineering Management Education (2015)Serious Games as a Means for …Serious Games Analytics: Theoretical Framework (2015)Serious Games Analytics: Theo…Serious Games for education and training (2014)Serious Games for education a…SCRUMIA—An educational game for teaching SCRUM in computing courses (2013)SCRUMIA—An educational game f…The Serious Game: What Educational Benefits? (2012)The Serious Game: What Educat…Encyclopedia of research design (2011)Encyclopedia of research desi…DELIVER! – An educational game for teaching Earned Value Management in computing courses (2011)DELIVER! – An educational gam…CounterMeasures: A game for teaching computer security (2011)CounterMeasures: A game for t…The Effects of a Serious Game on Role-Taking and Willingness to Help (2010)The Effects of a Serious Game…Encyclopedia of Research Design (2010)Encyclopedia of Research Desi…SimVBSE: Developing a Game for Value-Based Software Engineering (2006)SimVBSE: Developing a Game fo…Trust and temporary virtual teams: alternative explanations and dramaturgical relationships (2004)Trust and temporary virtual t…A Theory of Fun for Game Design (2004)A Theory of Fun for Game Desi…Principles of survey research part 4 (2002)Principles of survey research…Principles of survey research part 2 (2002)Principles of survey research…Flow: the psychology of optimal experience (1990)An instructional design framework for authentic learning environments (2000)Serious games in K-12 education (2017)Exploring the effects of a serious game-based learning package for disaster prevention education: The case of Battle of Flooding Protection (2019)Practical Methodology for the Design of Educational Serious Games (2019)Making Learning Fun : A Taxonomy of Intrinsic Motivations for Learning (2021)Experiential Learning : Experience as the Source of Learning and Development (1983)Case Study Research: Design and Methods (1984)Scale Development : Theory and Applications (1991)Teaching students scrum using LEGO blocks (2014)MEEGA+: Um Modelo para a Avaliação de Jogos Educacionais para o ensino de Computação (2019)The effects of game‐based learning in the acquisition of “soft skills” on undergraduate software engineering courses: A systematic literature review (2020)Cognitive Load During Problem Solving: Effects on Learning (1988)Flow: The Psychology of Optimal Experience (1991)Serious Games in Preschool and Primary Education: Benefits And Impacts on Curriculum Course Syllabus (2017)Traditional games in elementary school: Relationships of student’s personality traits, motivation and experience with learning outcomes (2018)Challenges in Serious Game Design and Development: Educators’ Experiences (2020)Measuring individual differences in empathy: Evidence for a multidimensional approach. 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(2012)Single-Case Intervention Research Design Standards (2012)Un sistema de clasificación de los diseños de investigación en psicología (2013)Combating Fake News on Social Media with Source Ratings: The Effects of User and Expert Reputation Ratings (2019)Changing Behavior Using the Theory of Planned Behavior (2020)Auditing large language models: a three-layered approach (2023)
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References

  • 2010Encyclopedia of Research Design2,347 cited
  • 2011Encyclopedia of research design1,910 cited
  • 2004A Theory of Fun for Game Design1,110 cited
  • 2014Serious Games for education and training281 cited
  • 2002Principles of survey research part 2231 cited
  • 2010The Effects of a Serious Game on Role-Taking and Willingness to Help219 cited
  • 2002Principles of survey research part 4205 cited
  • 2015Serious Games Analytics: Theoretical Framework169 cited
  • 2013SCRUMIA—An educational game for teaching SCRUM in computing courses128 cited
  • 2012The Serious Game: What Educational Benefits?126 cited
  • 2004Trust and temporary virtual teams: alternative explanations and dramaturgical relationships93 cited
  • 2011DELIVER! – An educational game for teaching Earned Value Management in computing courses87 cited
  • 2015Serious Games as a Means for Scientific Knowledge Transfer—A Case From Engineering Management Education67 cited
  • 2006SimVBSE: Developing a Game for Value-Based Software Engineering59 cited
  • 2011CounterMeasures: A game for teaching computer security31 cited

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