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A framework to design vocabulary-based serious games for children with autism spectrum disorder (ASD)
16 references·0 citing·35 second hop
A framework to design vocabulary-based serious games for children with autism spectrum disorder (ASD) (2019)A framework to design vocabulary-based se…Diagnostic and Statistical Manual of Mental Disorders (2013)Diagnostic and Statistical Ma…The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)The Gamification of Learning …Fundamentals of game design (2010)Fundamentals of game designPlaying for Real (2008)Playing for RealDiagnostic and Statistical Manual of Mental Disorders(DSM) (2008)Diagnostic and Statistical Ma…Digital game-based learning: Towards an experiential gaming model (2005)Digital game-based learning: …What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Procedures for Performing Systematic Reviews (2004)Procedures for Performing Sys…What video games have to teach us about learning and literacy (2003)What video games have to teac…Games, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…Qualitative Research Design: An Interactive Approach (1996)Qualitative Research Design: …Teaching and learning vocabulary (1994)Teaching and learning vocabul…Qualitative Data Analysis: An Expanded Sourcebook (1994)Qualitative Data Analysis: An…Teaching and Learning Vocabulary (1991)Teaching and Learning Vocabul…Conditions of Learning (1965)Conditions of LearningTaxonomy of Educational Objectives: The Classification of Educational Goals, Handbook I: Cognitive Domain (1956)Taxonomy of Educational Objec…Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. (1994)A pedagogy of Multiliteracies Designing Social Futures (1996)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Gamifying learning experiences: Practical implications and outcomes (2013)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)A systematic literature review of empirical evidence on computer games and serious games (2012)A meta-analysis of the cognitive and motivational effects of serious games. (2013)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Weighted kappa: Nominal scale agreement provision for scaled disagreement or partial credit. (1968)A systematic review of gamification in e-Health (2017)ROSES RepOrting standards for Systematic Evidence Syntheses: pro forma, flow-diagram and descriptive summary of the plan and conduct of environmental systematic reviews and systematic maps (2018)Towards Sustainable Energy: A Systematic Review of Renewable Energy Sources, Technologies, and Public Opinions (2019)Situated Learning (1991)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Foundations of Game-Based Learning (2015)Three Approaches to Qualitative Content Analysis (2005)Using thematic analysis in psychology (2006)The qualitative content analysis process (2008)Determining Validity in Qualitative Inquiry (2000)Techniques to Identify Themes (2003)Understanding the science experiences of successful women of color: Science identity as an analytic lens (2007)Methodological challenges in qualitative content analysis: A discussion paper (2017)Mental health in elite athletes: International Olympic Committee consensus statement (2019) (2019)The psychological impact of quarantine and how to reduce it: rapid review of the evidence (2020)Withdrawing From School (1989)A Revision of Bloom's Taxonomy: An Overview (2002)Identification and Assessment of Intercultural Competence as a Student Outcome of Internationalization (2006)Psychometric properties of the Beck Depression Inventory: Twenty-five years of evaluation (1988)The structure of negative emotional states: Comparison of the Depression Anxiety Stress Scales (DASS) with the Beck Depression and Anxiety Inventories (1995)The Posttraumatic Stress Disorder Checklist for DSM‐5 (PCL‐5): Development and Initial Psychometric Evaluation (2015)Gamification in theory and action: A survey (2014)
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References

  • 2013Diagnostic and Statistical Manual of Mental Disorders116,254 cited
  • 1994Qualitative Data Analysis: An Expanded Sourcebook48,401 cited
  • 1996Qualitative Research Design: An Interactive Approach11,576 cited
  • 2008Diagnostic and Statistical Manual of Mental Disorders(DSM)10,830 cited
  • 1956Taxonomy of Educational Objectives: The Classification of Educational Goals, Handbook I: Cognitive Domain9,342 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 2004Procedures for Performing Systematic Reviews5,198 cited
  • 2012The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education3,765 cited
  • 2002Games, Motivation, and Learning: A Research and Practice Model3,211 cited
  • 1965Conditions of Learning3,011 cited
  • 1994Teaching and learning vocabulary1,733 cited
  • 2005Digital game-based learning: Towards an experiential gaming model1,456 cited
  • 1991Teaching and Learning Vocabulary1,443 cited
  • 2010Fundamentals of game design1,226 cited

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2008
Playing for Real
998 cited

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