SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
A Method for the Evaluation of the Quality of Games for Computing Education
16 references·2 citing·46 second hop
A Method for the Evaluation of the Quality of Games for Computing Education (2019)A Method for the Evaluation of the Qualit…Software Engineering Education and Games: A Systematic Literature Review (2020)Software Engineering Educatio…Serious games: Quality characteristics evaluation framework and case study (2018)Serious games: Quality charac…MEEGA+, Systematic Model to Evaluate Educational Games (2017)MEEGA+, Systematic Model to E…How games for computing education are evaluated? A systematic literature review (2017)How games for computing educa…Case Study Research and Applications: Design and Methods (2017)Case Study Research and Appli…A multivocal literature review on serious games for software process standards education (2017)A multivocal literature revie…How to Evaluate Educational Games: a Systematic Literature Review. (2016)How to Evaluate Educational G…A systematic literature review on serious games evaluation: An application to software project management (2015)A systematic literature revie…A systematic literature review of empirical evidence on computer games and serious games (2012)A systematic literature revie…A Game Scale to Evaluate Educational Computer Games (2012)A Game Scale to Evaluate Educ…Origins of Serious Games (2011)Origins of Serious GamesA Model for the Evaluation of Educational Games for Teaching Software Engineering (2011)A Model for the Evaluation of…Towards the Development of a Games-Based Learning Evaluation Framework (2009)Towards the Development of a …EGameFlow: A scale to measure learners’ enjoyment of e-learning games (2008)EGameFlow: A scale to measure…How can exploratory learning with games and simulations within the curriculum be most effectively evaluated? (2005)How can exploratory learning …Scale Development : Theory and Applications (1991)Scale Development : Theory an…Enhancing Serious Game Design: Expert-Reviewed, Stakeholder-Centered Framework (2024)Enhancing Serious Game Design…Ice Paddles, CO2 Invaders, and Exploding Planets: How Young Students Transform Climate Science Into Serious Games (2020)Ice Paddles, CO2 Invaders, an…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)The role of psychology in understanding the impact of computer games (2011)Assessment in and of Serious Games: An Overview (2013)Gameful Experience in Gamification: Construction and Validation of a Gameful Experience Scale [GAMEX] (2018)Experiential Learning : Experience as the Source of Learning and Development (1983)New Vocabularies in Film Semiotics (2005)Learning in immersive worlds: A review of game-based learning (2006)Educational game design for online education (2008)Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies (2012)Coefficient Alpha and the Internal Structure of Tests (1951)A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives (2001)A serious game to support the ISO 21500 standard education in the context of software project management (2018)A serious game for teaching the fundamentals of ISO/IEC/IEEE 29148 systems and software engineering – Lifecycle processes – Requirements engineering at undergraduate level (2019)Games, Motivation, and Learning: A Research and Practice Model (2002)Why do people play on-line games? An extended TAM with social influences and flow experience (2003)Enjoyment: At the Heart of Media Entertainment (2004)Gamifying learning experiences: Practical implications and outcomes (2013)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Handbook of Self-Regulation of Learning and Performance (2017)Taxonomy of Educational Objectives: The Classification of Educational Goals, Handbook I: Cognitive Domain (1956)Taxonomy of Educational Objectives: The Classification of Educational Goals. (1956)Evaluating Training Programs : The Four Levels (2009)Six decades of project management research: Thematic trends and future opportunities (2016)Application of the Educational Game to Enhance Student Learning (2021)Case Study Research: Design and Methods (1984)User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)Case Study Research: Design and Methods (1991)A systematic mapping study on game-related methods for software engineering education (2017)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)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)The Play Your Process Method for Business Process-Based Digital Game Design (2019)GoRace: A Multi-Context and Narrative-Based Gamification Suite to Overcome Gamification Technological Challenges (2021)Index Construction with Formative Indicators: An Alternative to Scale Development (2001)Scale Development Research (2006)Making sense of Cronbach's alpha (2011)Applying Thematic Analysis to Education: A Hybrid Approach to Interpreting Data in Practitioner Research (2020)Case Study Methodology of Qualitative Research: Key Attributes and Navigating the Conundrums in Its Application (2020)Taking America Back for God (2020)
this work references cited by second hop

References

  • 1991Scale Development : Theory and Applications15,552 cited
  • 2017Case Study Research and Applications: Design and Methods9,643 cited
  • 2012A systematic literature review of empirical evidence on computer games and serious games2,890 cited
  • 2008EGameFlow: A scale to measure learners’ enjoyment of e-learning games767 cited
  • 2005How can exploratory learning with games and simulations within the curriculum be most effectively evaluated?751 cited
  • 2011Origins of Serious Games420 cited
  • 2015A systematic literature review on serious games evaluation: An application to software project management297 cited
  • 2017How games for computing education are evaluated? A systematic literature review157 cited
  • 2017MEEGA+, Systematic Model to Evaluate Educational Games76 cited
  • 2011A Model for the Evaluation of Educational Games for Teaching Software Engineering75 cited
  • 2020Software Engineering Education and Games: A Systematic Literature Review69 cited
  • 2016How to Evaluate Educational Games: a Systematic Literature Review.64 cited
  • 2017A multivocal literature review on serious games for software process standards education58 cited
  • 2009Towards the Development of a Games-Based Learning Evaluation Framework55 cited

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

2018
Serious games: Quality characteristics evaluation framework and case study
47 cited
  • 2012A Game Scale to Evaluate Educational Computer Games42 cited
  • Cited by

    • 2024Enhancing Serious Game Design: Expert-Reviewed, Stakeholder-Centered Framework29 cited
    • 2020Ice Paddles, CO2 Invaders, and Exploding Planets: How Young Students Transform Climate Science Into Serious Games23 cited