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The Gameplay Loop Methodology as a Tool for Educational Game Design
16 references·0 citing·42 second hop
The Gameplay Loop Methodology as a Tool for Educational Game Design (2019)The Gameplay Loop Methodology as a Tool f…Essential features of serious games design in higher education: Linking learning attributes to game mechanics (2016)Essential features of serious…Towards a trans‐disciplinary methodology for a game‐based intervention development process (2015)Towards a trans‐disciplinary …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…A taxonomy for learning, teaching, and assessing : a revision of Bloom's (2014)A taxonomy for learning, teac…Strategies for Effective Digital Games Development and Implementation (2013)Strategies for Effective Digi…Purposeful by design? (2012)Purposeful by design?Design patterns for learning games (2011)Design patterns for learning …The Design, Play, and Experience Framework (2009)The Design, Play, and Experie…Game Design Workshop (2008)Game Design WorkshopA Case for a Formal Design Paradigm for Serious Games. (2006)A Case for a Formal Design Pa…What Can K-12 School Leaders Learn from Video Games and Gaming?. (2005)What Can K-12 School Leaders …How can exploratory learning with games and simulations within the curriculum be most effectively evaluated? (2005)How can exploratory learning …What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…What video games have to teach us about learning and literacy (2003)What video games have to teac…Rules of Play: Game Design Fundamentals (2003)Rules of Play: Game Design Fu…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)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)Experiential Learning : Experience as the Source of Learning and Development (1983)Flow: the psychology of optimal experience (1990)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)New Vocabularies in Film Semiotics (2005)Learning in immersive worlds: A review of game-based learning (2006)Educational game design for online education (2008)Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies (2012)Truth and Method (1960)Steps to an Ecology of Mind (1973)Benefits, barriers and guideline recommendations for the implementation of serious games in education for stakeholders and policymakers (2014)Designing Engaging Games for Education: A Systematic Literature Review on Game Motivators and Design Principles (2020)Serious Gaming for Climate Adaptation—Assessing the Potential and Challenges of a Digital Serious Game for Urban Climate Adaptation (2020)Taxonomy of Educational Objectives: The Classification of Educational Goals, Handbook I: Cognitive Domain (1956)Technological Pedagogical Content Knowledge: A Framework for Teacher Knowledge (2006)Teachers and game-based learning: Improving understanding of how to increase efficacy of adoption (2010)Designing gamification (2013)Democracy and Education (2015)Situated Learning (1991)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Foundations of Game-Based Learning (2015)The game, the player, the world: looking for a heart of gameness (2003)Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)Serious games and the gamification of tourism (2016)Impact of flipped classroom on EFL learners' appropriate use of refusal: achievement, participation, perception (2018)Long-Term Personalization of an In-Home Socially Assistive Robot for Children With Autism Spectrum Disorders (2019)A virtual coaching model of professional development to increase teachers' digital learning competencies (2021)Defining Game Mechanics (2008)From game design elements to gamefulness (2011)Gamification Science, Its History and Future: Definitions and a Research Agenda (2018)
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References

  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 2003Rules of Play: Game Design Fundamentals5,481 cited
  • 2008Game Design Workshop1,098 cited
  • 2014Mapping learning and game mechanics for serious games analysis855 cited
  • 2005How can exploratory learning with games and simulations within the curriculum be most effectively evaluated?751 cited
  • 2015An activity theory-based model for serious games analysis and conceptual design387 cited
  • 2009The Design, Play, and Experience Framework320 cited
  • 2012Purposeful by design?312 cited
  • 2014A taxonomy for learning, teaching, and assessing : a revision of Bloom's285 cited
  • 2016Essential features of serious games design in higher education: Linking learning attributes to game mechanics272 cited
  • 2006A Case for a Formal Design Paradigm for Serious Games.148 cited
  • 2015Towards a trans‐disciplinary methodology for a game‐based intervention development process93 cited
  • 2011Design patterns for learning games84 cited
  • 2005What Can K-12 School Leaders Learn from Video Games and Gaming?.72 cited

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  • 2013Strategies for Effective Digital Games Development and Implementation50 cited
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