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Exploring the effects of a serious game-based learning package for disaster prevention education: The case of Battle of Flooding Protection
8 references·3 citing·50 second hop
Exploring the effects of a serious game-based learning package for disaster prevention education: The case of Battle of Flooding Protection (2019)Exploring the effects of a serious game-b…The Serious Game: What Educational Benefits? (2012)The Serious Game: What Educat…The concept of flow in collaborative game-based learning (2011)The concept of flow in collab…Emotion Assessment From Physiological Signals for Adaptation of Game Difficulty (2011)Emotion Assessment From Physi…Dynamic Difficulty Adjustment in Computer Games Through Real-Time Anxiety-Based Affective Feedback (2009)Dynamic Difficulty Adjustment…The use of computer games as an educational tool: identification of appropriate game types and game elements (1999)The use of computer games as …Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games (1996)Seriously considering play: D…Application of cognitive, skill-based, and affective theories of learning outcomes to new methods of training evaluation. (1993)Application of cognitive, ski…Experiential Learning : Experience as the Source of Learning and Development (1983)Experiential Learning : Exper…Citizen awareness of the risks of flooding: the importance of teacher training (2025)Citizen awareness of the risk…Teaching Floods in the Context of Climate Change with the Use of Official Cartographic Viewers (Spain) (2022)Teaching Floods in the Contex…A Mixed-Methods Study of Cultural Heritage Learning through Playing a Serious Game (2022)A Mixed-Methods Study of Cult…Affective Computing (1997)Emotion recognition in human-computer interaction (2001)GameFlow (2005)A review of the use of psychophysiological methods in game research (2011)A survey of methods for data fusion and system adaptation using autonomic nervous system responses in physiological computing (2012)Player–video game interaction: A systematic review of current concepts (2015)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Situated Cognition and the Culture of Learning (1989)Beyond Nintendo: design and assessment of educational video games for first and second grade students (2002)Computer Gaming and Interactive Simulations for Learning: A Meta-Analysis (2006)Serious Games : An Overview (2007)Flow: the psychology of optimal experience (1990)An instructional design framework for authentic learning environments (2000)Serious games in K-12 education (2017)Practical Methodology for the Design of Educational Serious Games (2019)Making Learning Fun : A Taxonomy of Intrinsic Motivations for Learning (2021)The educational value of virtual ecologies in Red Dead Redemption 2 (2021)Handbook of Positive Psychology (2001)What Video Games Have to Teach Us about Learning and Literacy (2004)A mixed methods assessment of students' flow experiences during a mobile augmented reality science game (2013)Scaffolding game-based learning: Impact on learning achievements, perceived learning, and game experiences (2013)Having fun while receiving rewards?: Exploration of gamification in loyalty programs for consumer loyalty (2019)Construct validity in psychological tests. (1955)Handbook of Industrial and Organizational Psychology. (1977)Self-efficacy: Toward a unifying theory of behavioral change. (1977)The influence of shared mental models on team process and performance. (2000)Toward an integrative theory of training motivation: A meta-analytic path analysis of 20 years of research. (2000)Games, Motivation, and Learning: A Research and Practice Model (2002)Toward a Theory of Intrinsically Motivating Instruction* (1981)The impact of intrinsic motivation on e‐learning in authentic computer tasks (2004)Game object model version II: a theoretical framework for educational game development (2006)Gameplaying for maths learning: cooperative or not? (2006)Flow: The Psychology of Optimal Experience (1991)Review and Classification of Emotion Recognition Based on EEG Brain-Computer Interface System Research: A Systematic Review (2017)Exploring EEG Features in Cross-Subject Emotion Recognition (2018)How to Design and Evaluate Research in Education (1990)Determining Validity in Qualitative Inquiry (2000)Designing and Conducting Mixed Methods Research (2007)A valid and reliable explanatory model of learning processes in heritage education (2024)Design of a virtual reality serious game for experiencing the colors of Dunhuang frescoes (2024)The Risk Society and Beyond: Critical Issues for Social Theory (2000)At Risk (2005)Are Future School Teachers Qualified to Teach Flood Risk? An Approach from the Geography Discipline in the Context of Climate Change (2021)Educando en el riesgo. Formación y propuestas didácticas para incrementar la resiliencia socio-territorial de la población escolar (2023)La enseñanza de los riesgos naturales. Un análisis desde la Didáctica de la Geografía española (1980-2022) (2024)Sendai Framework for Disaster Risk Reduction (2015-2030) (2025)Learning Styles and Learning Spaces: Enhancing Experiential Learning in Higher Education (2005)Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching (2006)The ‘digital natives’ debate: A critical review of the evidence (2008)
this work references cited by second hop

References

  • 1983Experiential Learning : Experience as the Source of Learning and Development33,193 cited
  • 1993Application of cognitive, skill-based, and affective theories of learning outcomes to new methods of training evaluation.1,829 cited
  • 1996Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games999 cited
  • 1999The use of computer games as an educational tool: identification of appropriate game types and game elements452 cited
  • 2011Emotion Assessment From Physiological Signals for Adaptation of Game Difficulty402 cited
  • 2011The concept of flow in collaborative game-based learning391 cited
  • 2009Dynamic Difficulty Adjustment in Computer Games Through Real-Time Anxiety-Based Affective Feedback261 cited
  • 2012The Serious Game: What Educational Benefits?126 cited

Cited by

  • 2022A Mixed-Methods Study of Cultural Heritage Learning through Playing a Serious Game43 cited
  • 2022Teaching Floods in the Context of Climate Change with the Use of Official Cartographic Viewers (Spain)15 cited
  • 2025Citizen awareness of the risks of flooding: the importance of teacher training5 cited

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