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A Systematic Review on Open Educational Games for Programming Learning and Teaching
7 references·1 citing·41 second hop
A Systematic Review on Open Educational Games for Programming Learning and Teaching (2020)A Systematic Review on Open Educational G…Pedagogical Change in Mathematics Learning: Harnessing the Power of Digital Game-Based Learning. (2018)Pedagogical Change in Mathema…Adaptive Gamification for Learning Environments (2018)Adaptive Gamification for Lea…The future of employment: How susceptible are jobs to computerisation? (2016)The future of employment: How…Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Challenging games help studen…Educational Games for Learning (2014)Educational Games for LearningVideo game learning dynamics: Actionable measures of multidimensional learning trajectories (2013)Video game learning dynamics:…BrainHex: A neurobiological gamer typology survey (2013)BrainHex: A neurobiological g…The Use of Educational Games in Programming Assignments: SQL Island as a Case Study (2022)The Use of Educational Games …Man, Play, and Games. (1963)Toward a Theory of Intrinsically Motivating Instruction* (1981)The Big Five Trait taxonomy: History, measurement, and theoretical perspectives. (1999)Development and Validation of an Instrument for Measuring Individual Motives for Playing Digital Games (2014)A Player Model for Adaptive Gamification in Learning Environments (2015)The relationship between user types and gamification designs (2021)Women, Fire, and Dangerous Things (1987)Women, Fire, and Dangerous Things: What Categories Reveal about the Mind (1988)Metaphors We Live By (2003)Learning Analytics as an Assessment Tool in Serious Games: A Review of Literature (2017)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Games, Motivation, and Learning: A Research and Practice Model (2002)An Automatic Scenario Control in Serious Game to Visualize Tourism Destinations Recommendation (2021)Meta-Analysis on Investigating and Comparing the Effects on Learning Achievement and Motivation for Gamification and Game-Based Learning (2022)Enhancing students’ engagement through a business simulation game: A qualitative study within a higher education management course (2023)Mind in Society: The Development of Higher Psychological Processes (1978)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Common method biases in behavioral research: A critical review of the literature and recommended remedies. (2003)Gamified learning in higher education: A systematic review of the literature (2018)The role of gamified e-quizzes on student learning and engagement: An interactive gamification solution for a formative assessment system (2019)Enhancing user engagement: The role of gamification in mobile apps (2021)Judgment under Uncertainty (1982)Capitalism, Socialism and Democracy (1997)The Skill Content of Recent Technological Change: An Empirical Exploration (2003)Why Are There Still So Many Jobs? The History and Future of Workplace Automation (2015)Concrete Problems in AI Safety (2016)Algorithms at Work: The New Contested Terrain of Control (2019)Intraclass correlations: Uses in assessing rater reliability. (1979)Adaptive Gamification in Education: A Literature Review of Current Trends and Developments (2019)Factors to Consider for Tailored Gamification (2019)Adaptive gamification in E‐learning: A literature review and future challenges (2021)How to Design and Evaluate Research in Education (1990)E-learning and the science of instruction: Proven guidelines for consumers and designers of multimedia learning (2003)Digital Natives, Digital Immigrants (2012)Effects of a concept mapping-based two-tier test strategy on students’ digital game-based learning performances and behavioral patterns (2021)A systematic review of the role of learning games in fostering mathematics education in K-12 settings (2022)Effects of digital game-based learning on students’ digital etiquette literacy, learning motivations, and engagement (2023)Phenomenography ? Describing conceptions of the world around us (1981)Basic Content Analysis (1990)A systematic literature review of empirical evidence on computer games and serious games (2012)
this work references cited by second hop

References

  • 2016The future of employment: How susceptible are jobs to computerisation?8,693 cited
  • 2015Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning1,710 cited
  • 2013BrainHex: A neurobiological gamer typology survey338 cited
  • 2018Adaptive Gamification for Learning Environments236 cited
  • 2014Educational Games for Learning152 cited
  • 2018Pedagogical Change in Mathematics Learning: Harnessing the Power of Digital Game-Based Learning.112 cited
  • 2013Video game learning dynamics: Actionable measures of multidimensional learning trajectories33 cited

Cited by

  • 2022The Use of Educational Games in Programming Assignments: SQL Island as a Case Study23 cited

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