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Experiencing Cybersecurity One Game at a Time: A Systematic Review of Cybersecurity Digital Games
16 references·0 citing·42 second hop
Experiencing Cybersecurity One Game at a Time: A Systematic Review of Cybersecurity Digital Games (2020)Experiencing Cybersecurity One Game at a …Fostering Intrinsic Motivation through Avatar Identification in Digital Games (2016)Fostering Intrinsic Motivatio…Digital Games, Design, and Learning (2015)Digital Games, Design, and Le…A meta-analysis of the cognitive and motivational effects of serious games. (2013)A meta-analysis of the cognit…Video Games and Learning: Teaching and Participatory Culture in the Digital Age (2012)Video Games and Learning: Tea…A systematic literature review of empirical evidence on computer games and serious games (2012)A systematic literature revie…In-Game (2011)In-GameA META‐ANALYTIC EXAMINATION OF THE INSTRUCTIONAL EFFECTIVENESS OF COMPUTER‐BASED SIMULATION GAMES (2011)A META‐ANALYTIC EXAMINATION O…A casual revolution: reinventing video games and their players (2010)A casual revolution: reinvent…The PRISMA Statement for Reporting Systematic Reviews and Meta-Analyses of Studies That Evaluate Health Care Interventions: Explanation and Elaboration (2009)The PRISMA Statement for Repo…Serious games : mechanisms and effects (2009)Serious games : mechanisms an…What Video Games Have to Teach Us About Learning and Literacy (2007)What Video Games Have to Teac…The Impact of Student Self-efficacy on Scientific Inquiry Skills: An Exploratory Investigation in River City, a Multi-user Virtual Environment (2006)The Impact of Student Self-ef…From Content to Context: Videogames as Designed Experience (2006)From Content to Context: Vide…Computer Gaming and Interactive Simulations for Learning: A Meta-Analysis (2006)Computer Gaming and Interacti…Situated Language and Learning: A Critique of Traditional Schooling (2004)Situated Language and Learnin…The Measurement of Observer Agreement for Categorical Data (1977)The Measurement of Observer A…Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games (1996)The benefits of playing video games. (2013)Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. (2017)Situated Cognition and the Culture of Learning (1989)Bias in meta-analysis detected by a simple, graphical test (1997)Self-Efficacy: The Exercise of Control (1999)The effect of games and simulations on higher education: a systematic literature review (2017)The Gamification of Learning: a Meta-analysis (2019)Social Learning Theory. (1978)Statistical Methods for Meta-Analysis (1988)Handbook of Self-Regulation of Learning and Performance (2017)Introduction to Meta‐Analysis (2021)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies (2012)Experience and Education (1986)Situated Learning (1991)Situated Learning: Legitimate Peripheral Participation. (1994)Gamification in Education: What, How, Why Bother? (2011)Our Princess Is in Another Castle (2012)What Are We Seeking to Sustain Through Culturally Sustaining Pedagogy? A Loving Critique Forward (2014)A Coefficient of Agreement for Nominal Scales (1960)Guidelines, criteria, and rules of thumb for evaluating normed and standardized assessment instruments in psychology. (1994)Schedule for Affective Disorders and Schizophrenia for School-Age Children-Present and Lifetime Version (K-SADS-PL): Initial Reliability and Validity Data (1997)The feasibility of creating a checklist for the assessment of the methodological quality both of randomised and non-randomised studies of health care interventions. (1998)Preferred reporting items for systematic review and meta-analysis protocols (PRISMA-P) 2015 statement (2015)RoB 2: a revised tool for assessing risk of bias in randomised trials (2019)Games, Motivation, and Learning: A Research and Practice Model (2002)Why do people play on-line games? An extended TAM with social influences and flow experience (2003)Enjoyment: At the Heart of Media Entertainment (2004)Gamifying learning experiences: Practical implications and outcomes (2013)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Measuring inconsistency in meta-analyses (2003)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement (2009)Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement (2009)The PRISMA 2020 statement: an updated guideline for reporting systematic reviews (2021)Invisible and visible language planning: ideological factors in the family language policy of Chinese immigrant families in Quebec (2009)“Together we are better”: Professional learning networks for teachers (2016)Students’ perception of Kahoot!’s influence on teaching and learning (2018)Do you identify as a gamer? Gender, race, sexuality, and gamer identity (2011)The Gamification of Advertising: Analysis and Research Directions of In-Game Advertising, Advergames, and Advertising in Social Network Games (2013)Player Types: A Meta-synthesis (2014)
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References

  • 1977The Measurement of Observer Agreement for Categorical Data81,000 cited
  • 2009The PRISMA Statement for Reporting Systematic Reviews and Meta-Analyses of Studies That Evaluate Health Care Interventions: Explanation and Elaboration28,094 cited
  • 2012A systematic literature review of empirical evidence on computer games and serious games2,890 cited
  • 2004Situated Language and Learning: A Critique of Traditional Schooling2,321 cited
  • 2013A meta-analysis of the cognitive and motivational effects of serious games.1,857 cited
  • 2015Digital Games, Design, and Learning1,268 cited
  • 2006From Content to Context: Videogames as Designed Experience1,091 cited
  • 2006Computer Gaming and Interactive Simulations for Learning: A Meta-Analysis936 cited
  • 2010A casual revolution: reinventing video games and their players884 cited
  • 2011A META‐ANALYTIC EXAMINATION OF THE INSTRUCTIONAL EFFECTIVENESS OF COMPUTER‐BASED SIMULATION GAMES881 cited
  • 2009Serious games : mechanisms and effects837 cited
  • 2007What Video Games Have to Teach Us About Learning and Literacy735 cited
  • 2011In-Game486 cited
  • 2006The Impact of Student Self-efficacy on Scientific Inquiry Skills: An Exploratory Investigation in River City, a Multi-user Virtual Environment332 cited

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2016
Fostering Intrinsic Motivation through Avatar Identification in Digital Games
269 cited
  • 2012Video Games and Learning: Teaching and Participatory Culture in the Digital Age197 cited
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