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Practical Methodology for the Design of Educational Serious Games
12 references·3 citing·48 second hop
Practical Methodology for the Design of Educational Serious Games (2019)Practical Methodology for the Design of E…How games for computing education are evaluated? A systematic literature review (2017)How games for computing educa…Is it all a game? Understanding the principles of gamification (2015)Is it all a game? Understandi…Assessing the effectiveness of digital game-based learning: Best practices (2015)Assessing the effectiveness o…An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games (2015)An update to the systematic l…An activity theory-based model for serious games analysis and conceptual design (2015)An activity theory-based mode…Mapping learning and game mechanics for serious games analysis (2014)Mapping learning and game mec…The Six Facets of Serious Game Design: A Methodology Enhanced by Our Design Pattern Library (2012)The Six Facets of Serious Gam…The Serious Game: What Educational Benefits? (2012)The Serious Game: What Educat…A Conceptual Framework for Serious Games (2009)A Conceptual Framework for Se…Game object model version II: a theoretical framework for educational game development (2006)Game object model version II:…Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. (2006)Digital Game-Based Learning: …The educational benefits of videogames (2002)The educational benefits of v…Gamification and Soft Skills Assessment in the Development of a Serious Game: Design and Feasibility Pilot Study (2023)Gamification and Soft Skills …Designing cognitive-based game mechanisms for mobile educational games to promote cognitive thinking: an analysis of flow state and game-based learning behavioral patterns (2021)Designing cognitive-based gam…A Conceptual Model of Analogue Gamification to Enhance Learners' Motivation and Attitude (2021)A Conceptual Model of Analogu…What Video Games Have to Teach Us about Learning and Literacy (2004)Serious Games : An Overview (2007)The ECAR Study of Undergraduate Students and Information Technology, 2007 (2007)Information technology and Gen Z: The role of teachers, the internet, and technology in the education of young people (2021)A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives (2001)GameFlow (2005)A systematic literature review of empirical evidence on computer games and serious games (2012)The maturing of gamification research (2017)A Meta-Analysis of Use of Serious Games in Education over a Decade (2019)Mind in Society: The Development of Higher Psychological Processes (1978)Flow: the psychology of optimal experience (1990)Bowling Alone: America's Declining Social Capital (1995)Designing and integrating purposeful learning in game play: a systematic review (2015)Essential features of serious games design in higher education: Linking learning attributes to game mechanics (2016)Designing Engaging Games for Education: A Systematic Literature Review on Game Motivators and Design Principles (2020)The Elements Of Psychology (1905)Welcome to the experience economy. (1998)Idolized: Music, Media, and Identity in American Idol (2011)The Digital Workforce and the Workplace of the Future (2016)The effect of gamification on motivation and engagement (2017)Gamification of health professions education: a systematic review (2020)Experiential Learning : Experience as the Source of Learning and Development (1983)Educational Gaming for Pharmacy Students – Design and Evaluation of a Diabetes-themed Escape Room (2017)Technology‐mediated learning theory (2019)Quality Criteria for Serious Games: Serious Part, Game Part, and Balance (2020)Games, Motivation, and Learning: A Research and Practice Model (2002)Digital game-based learning in accounting and business education (2016)Developing Theory-Driven, Evidence-Based Serious Games for Health: Framework Based on Research Community Insights (2019)Digital Game-Based Learning (2020)Measuring and defining the experience of immersion in games (2008)Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts (2020)Mapping research in student engagement and educational technology in higher education: a systematic evidence map (2020)Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)The Discovery of Grounded Theory: Strategies for Qualitative Research. (1968)Basics of Qualitative Research: Grounded Theory Procedures and Techniques. (1992)Basics of qualitative research : techniques and procedures for developing grounded theory (1998)The effects of competition in digital game-based learning (DGBL): a meta-analysis (2020)Gamification for educational purposes: What are the factors contributing to varied effectiveness? (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)Educational video game for juvenile diabetes: results of a controlled trial (1997)The Structural Characteristics of Video Games: A Psycho-Structural Analysis (2004)Distinguishing between games and simulations: A systematic review (2007)Videogame Addiction and its Treatment (2009)
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References

  • 2006Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless.1,172 cited
  • 2015An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games1,133 cited
  • 2014Mapping learning and game mechanics for serious games analysis855 cited
  • 2015Is it all a game? Understanding the principles of gamification837 cited
  • 2015An activity theory-based model for serious games analysis and conceptual design387 cited
  • 2015Assessing the effectiveness of digital game-based learning: Best practices347 cited
  • 2002The educational benefits of videogames334 cited
  • 2006Game object model version II: a theoretical framework for educational game development307 cited
  • 2009A Conceptual Framework for Serious Games217 cited
  • 2017How games for computing education are evaluated? A systematic literature review157 cited
  • 2012The Six Facets of Serious Game Design: A Methodology Enhanced by Our Design Pattern Library131 cited
  • 2012The Serious Game: What Educational Benefits?126 cited

Cited by

  • 2021A Conceptual Model of Analogue Gamification to Enhance Learners' Motivation and Attitude52 cited
  • 2021Designing cognitive-based game mechanisms for mobile educational games to promote cognitive thinking: an analysis of flow state and game-based learning behavioral patterns

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45 cited
  • 2023Gamification and Soft Skills Assessment in the Development of a Serious Game: Design and Feasibility Pilot Study37 cited