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Proposal of a Conceptual Model for Serious Games Design: A Case Study in Children With Learning Disabilities
16 references·2 citing·43 second hop
Proposal of a Conceptual Model for Serious Games Design: A Case Study in Children With Learning Disabilities (2019)Proposal of a Conceptual Model for Seriou…Case Study Research and Applications: Design and Methods (2017)Case Study Research and Appli…Game-based Learning and 21st century skills: A review of recent research (2016)Game-based Learning and 21st …Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Challenging games help studen…Mapping learning and game mechanics for serious games analysis (2014)Mapping learning and game mec…The benefits of playing video games. (2013)The benefits of playing video…Play, Dreams And Imitation In Childhood (2013)Play, Dreams And Imitation In…A meta-analysis of the cognitive and motivational effects of serious games. (2013)A meta-analysis of the cognit…Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies (2012)Serious games as new educatio…A systematic literature review of empirical evidence on computer games and serious games (2012)A systematic literature revie…Instructional Design: The ADDIE Approach (2009)Instructional Design: The ADD…The Art of Game Design (2008)The Art of Game DesignGame Design Workshop (2008)Game Design WorkshopSerious Games : An Overview (2007)Serious Games : An OverviewWhat Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Blueprints for complex learning: The 4C/ID-model (2002)Blueprints for complex learni…The episodic buffer: a new component of working memory? (2000)The episodic buffer: a new co…Identifying Key Principles and Commonalities in Digital Serious Game Design Frameworks: Scoping Review (2024)Identifying Key Principles an…A narrative review of methods used to examine digital gaming impacts on learning and cognition during middle childhood (2021)A narrative review of methods…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)Mind in Society: The Development of Higher Psychological Processes (1978)Social Learning Theory. 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(1987)Social Cognition, Joint Attention, and Communicative Competence from 9 to 15 Months of Age (1998)Understanding and sharing intentions: The origins of cultural cognition (2005)Conducting Educational Design Research (2018)Award-winning faculty online teaching practices: Course design, assessment and evaluation, and facilitation (2019)MODEL ADDIE (ANALYSIS, DESIGN, DEVELOPMENT, IMPLEMENTATION AND EVALUATION) DALAM PEMBELAJARAN PENDIDIKAN AGAMA ISLAM (2021)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)
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References

  • 2017Case Study Research and Applications: Design and Methods9,643 cited
  • 2000The episodic buffer: a new component of working memory?7,358 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2013Play, Dreams And Imitation In Childhood5,367 cited
  • 2009Instructional Design: The ADDIE Approach3,150 cited
  • 2012A systematic literature review of empirical evidence on computer games and serious games2,890 cited
  • 2013The benefits of playing video games.2,456 cited
  • 2008The Art of Game Design1,906 cited
  • 2013A meta-analysis of the cognitive and motivational effects of serious games.1,857 cited
  • 2015Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning1,710 cited
  • 2016Game-based Learning and 21st century skills: A review of recent research1,119 cited
  • 2008Game Design Workshop1,098 cited
  • 2007Serious Games : An Overview946 cited
  • 2014Mapping learning and game mechanics for serious games analysis855 cited
  • 2012Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies726 cited

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  • 2002Blueprints for complex learning: The 4C/ID-model708 cited
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    • 2024Identifying Key Principles and Commonalities in Digital Serious Game Design Frameworks: Scoping Review32 cited
    • 2021A narrative review of methods used to examine digital gaming impacts on learning and cognition during middle childhood32 cited