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Games on Mobiles via Web or Virtual Reality Technologies: How to Support Learning for Biomedical Laboratory Science Education
15 references·1 citing·56 second hopsampled
Games on Mobiles via Web or Virtual Reality Technologies: How to Support Learning for Biomedical Laboratory Science Education (2020)Games on Mobiles via Web or Virtual Reali…Digital Problem-Based Learning in Health Professions: Systematic Review and Meta-Analysis by the Digital Health Education Collaboration (2019)Digital Problem-Based Learnin…Challenges in the online component of blended learning: A systematic review (2019)Challenges in the online comp…A Meta-Analysis of Use of Serious Games in Education over a Decade (2019)A Meta-Analysis of Use of Ser…Unintended Side Effects of the Digital Transition: European Scientists’ Messages from a Proposition-Based Expert Round Table (2018)Unintended Side Effects of th…The Digital HealthLab: Supporting Interdisciplinary Projects in Engineering and in Health Education (2018)The Digital HealthLab: Suppor…Success factors for serious games to enhance learning: a systematic review (2016)Success factors for serious g…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…The ICAP Framework: Linking Cognitive Engagement to Active Learning Outcomes (2014)The ICAP Framework: Linking C…Facilitation matters : A framework for instructor-led serious gaming (2014)Facilitation matters : A fram…Benefits, barriers and guideline recommendations for the implementation of serious games in education for stakeholders and policymakers (2014)Benefits, barriers and guidel…Serious games and learning effectiveness: The case of It’s a Deal! (2011)Serious games and learning ef…Measuring learning in serious games: a case study with structural assessment (2011)Measuring learning in serious…A Problem Based Learning Meta Analysis: Differences Across Problem Types, Implementation Types, Disciplines, and Assessment Levels (2009)A Problem Based Learning Meta…Serious Games : An Overview (2007)Serious Games : An OverviewBlended learning: Uncovering its transformative potential in higher education (2004)Blended learning: Uncovering …Usefulness of Digital Serious Games in Engineering for Diverse Undergraduate Students (2022)Usefulness of Digital Serious…Experiential Learning : Experience as the Source of Learning and Development (1983)Games, Motivation, and Learning: A Research and Practice Model (2002)A systematic literature review on serious games evaluation: An application to software project management (2015)Culture's Consequences (2018)A scoping review of digital game-based technology on English language learning (2019)Motivational and self-regulated learning components of classroom academic performance. 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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)Mind in Society: The Development of Higher Psychological Processes (1978)Interrater reliability: the kappa statistic (2012)A Serious Game Designed to Promote Safe Behaviors Among Health Care Workers During the COVID-19 Pandemic: Development of “Escape COVID-19” (2020)The Use of Virtual and Augmented Reality by Older Adults: Potentials and Challenges (2021)Escaping the cell: virtual reality escape rooms in biology education (2022)A meta-analysis of the cognitive and motivational effects of serious games. 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References

  • 2004Blended learning: Uncovering its transformative potential in higher education4,849 cited
  • 2014The ICAP Framework: Linking Cognitive Engagement to Active Learning Outcomes3,189 cited
  • 2019Challenges in the online component of blended learning: A systematic review1,472 cited
  • 2015An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games1,133 cited
  • 2007Serious Games : An Overview946 cited
  • 2009A Problem Based Learning Meta Analysis: Differences Across Problem Types, Implementation Types, Disciplines, and Assessment Levels581 cited
  • 2019A Meta-Analysis of Use of Serious Games in Education over a Decade564 cited
  • 2011Serious games and learning effectiveness: The case of It’s a Deal!305 cited
  • 2016Success factors for serious games to enhance learning: a systematic review231 cited
  • 2019Digital Problem-Based Learning in Health Professions: Systematic Review and Meta-Analysis by the Digital Health Education Collaboration173 cited
  • 2014Benefits, barriers and guideline recommendations for the implementation of serious games in education for stakeholders and policymakers151 cited
  • 2018Unintended Side Effects of the Digital Transition: European Scientists’ Messages from a Proposition-Based Expert Round Table141 cited
  • 2011Measuring learning in serious games: a case study with structural assessment51 cited

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  • 2014Facilitation matters : A framework for instructor-led serious gaming33 cited
  • 2018The Digital HealthLab: Supporting Interdisciplinary Projects in Engineering and in Health Education29 cited
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    • 2022Usefulness of Digital Serious Games in Engineering for Diverse Undergraduate Students31 cited