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Adoption of a Serious Game in the Developing of Emotional Intelligence Skills
16 references·1 citing·55 second hopsampled
Adoption of a Serious Game in the Developing of Emotional Intelligence Skills (2019)Adoption of a Serious Game in the Develop…A Meta-Analysis of Use of Serious Games in Education over a Decade (2019)A Meta-Analysis of Use of Ser…STRATEGIES TO PERFORM A MIXED METHODS STUDY (2018)STRATEGIES TO PERFORM A MIXED…The effect of games and simulations on higher education: a systematic literature review (2017)The effect of games and simul…Gamification, serious games, simulations, and immersive learning environments in knowledge management initiatives (2017)Gamification, serious games, …Flow, leadership and serious games – a pedagogical perspective (2017)Flow, leadership and serious …Situating and Constructing Diversity in Semi-Structured Interviews (2015)Situating and Constructing Di…Serious Games Effects: An Overview (2015)Serious Games Effects: An Ove…A Systematic Review of Serious Games in Training Health Care Professionals (2015)A Systematic Review of Seriou…An Overview of Serious Games (2014)An Overview of Serious GamesA meta-analysis of the cognitive and motivational effects of serious games. (2013)A meta-analysis of the cognit…Performance Measurement in Simulation-Based Training (2008)Performance Measurement in Si…Digital Games in Education (2007)Digital Games in EducationUsing thematic analysis in psychology (2006)Using thematic analysis in ps…The Bar-On model of emotional-social intelligence (ESI). (2006)The Bar-On model of emotional…Flow at Work: Evidence for an Upward Spiral of Personal and Organizational Resources* (2006)Flow at Work: Evidence for an…TARGET ARTICLES: "Emotional Intelligence: Theory, Findings, and Implications" (2004)TARGET ARTICLES: "Emotional I…Strategies for Developing Soft Skills Among Higher Engineering Courses (2021)Strategies for Developing Sof…Understanding Media: The Extensions of Man (1964)Perspectives on Activity Theory (1999)What Video Games Have to Teach Us about Learning and Literacy (2004)Mobile game‐based learning in secondary education: engagement, motivation and learning in a mobile city game (2009)An online game approach for improving students’ learning performance in web-based problem-solving activities (2012)The potential of digital tools to enhance mathematics and science learning in secondary schools: A context-specific meta-analysis (2020)Serious Games (1970)Serious Games: Games That Educate, Train, and Inform (2005)Fish’n’Steps: Encouraging Physical Activity with an Interactive Computer Game (2006)The Role of Serious Games, Gamification and Industry 4.0 Tools in the Education 4.0 Paradigm (2019)Designing Engaging Games for Education: A Systematic Literature Review on Game Motivators and Design Principles (2020)Serious Games and Gamification in Healthcare: A Meta-Review (2023)Qualitative evaluation and research methods (1990)Qualitative Data Analysis: An Expanded Sourcebook (1994)Basics of qualitative research : techniques and procedures for developing grounded theory (1998)Older Adults' Reasons for Using Technology while Aging in Place (2015)Thematic Analysis (2017)Reflecting on reflexive thematic analysis (2019)A circumplex model of affect. 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(1979)Working with Emotional Intelligence (1999)Leadership, affect and emotions: A state of the science review (2010)The relation between emotional intelligence and job performance: A meta‐analysis (2010)Emotional intelligence predicts academic performance: A meta-analysis. (2019)Social Learning Theory. (1978)Statistical Methods for Meta-Analysis (1988)Digital Games, Design, and Learning (2015)Handbook of Self-Regulation of Learning and Performance (2017)The Gamification of Learning: a Meta-analysis (2019)Introduction to Meta‐Analysis (2021)Qualitative Interviewing: The Art of Hearing Data (1996)Whatever happened to qualitative description? (2000)Analytic Strategies and Sample Size (2015)Ethnographic Interview (2017)Sustainability Condition of Open Innovation: Dynamic Growth of Alibaba from SME to Large Enterprise (2020)Purposive sampling in qualitative research: a framework for the entire journey (2024)A systematic literature review of empirical evidence on computer games and serious games (2012)Effectiveness of virtual reality-based instruction on students' learning outcomes in K-12 and higher education: A meta-analysis (2013)Understanding the use of Virtual Reality in Marketing: A text mining-based review (2018)Barriers to student active learning in higher education (2020)Mapping learning and game mechanics for serious games analysis (2014)Game-based learning in medical education (2023)Gamification and Game Based Learning for Vocational Education and Training: A Systematic Literature Review (2023)
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References

  • 2006Using thematic analysis in psychology193,725 cited
  • 2004TARGET ARTICLES: "Emotional Intelligence: Theory, Findings, and Implications"2,357 cited
  • 2013A meta-analysis of the cognitive and motivational effects of serious games.1,857 cited
  • 2006The Bar-On model of emotional-social intelligence (ESI).1,819 cited
  • 2015Situating and Constructing Diversity in Semi-Structured Interviews835 cited
  • 2017The effect of games and simulations on higher education: a systematic literature review773 cited
  • 2014An Overview of Serious Games657 cited
  • 2007Digital Games in Education607 cited
  • 2006Flow at Work: Evidence for an Upward Spiral of Personal and Organizational Resources*568 cited
  • 2019A Meta-Analysis of Use of Serious Games in Education over a Decade564 cited
  • 2015A Systematic Review of Serious Games in Training Health Care Professionals306 cited
  • 2008Performance Measurement in Simulation-Based Training175 cited
  • 2015Serious Games Effects: An Overview139 cited
  • 2017Gamification, serious games, simulations, and immersive learning environments in knowledge management initiatives116 cited
  • 2018STRATEGIES TO PERFORM A MIXED METHODS STUDY

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67 cited
  • 2017Flow, leadership and serious games – a pedagogical perspective44 cited
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    • 2021Strategies for Developing Soft Skills Among Higher Engineering Courses60 cited