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Developing a Conceptual Model of Learning Analytics in Serious Games for STEM Education
16 references·0 citing·51 second hop
Developing a Conceptual Model of Learning Analytics in Serious Games for STEM Education (2020)Developing a Conceptual Model of Learning…A Meta-Analysis of Use of Serious Games in Education over a Decade (2019)A Meta-Analysis of Use of Ser…Analysis of Students’ Critical Thinking Skill of Middle School through STEM Education Project-Based Learning (2018)Analysis of Students’ Critica…Serious Games for Mental Health: Are They Accessible, Feasible, and Effective? A Systematic Review and Meta-analysis (2017)Serious Games for Mental Heal…Serious games and the gamification of tourism (2016)Serious games and the gamific…A Computer-Based Game that Promotes Mathematics Learning More than a Conventional Approach (2016)A Computer-Based Game that Pr…The use of serious games in science education: a review of selected empirical research from 2002 to 2013 (2015)The use of serious games in s…Serious Games Analytics: Theoretical Framework (2015)Serious Games Analytics: Theo…Serious Games for education and training (2014)Serious Games for education a…A Systematic Review and Meta-analysis of Interventions for Sexual Health Promotion Involving Serious Digital Games (2014)A Systematic Review and Meta-…Why Students Choose STEM Majors (2013)Why Students Choose STEM Majo…Origins of Serious Games (2011)Origins of Serious GamesWhy so serious? On the relation of serious games and learning (2010)Why so serious? On the relati…Digital Games for Young Children Ages Three to Six: From Research to Design (2009)Digital Games for Young Child…Selection and use of content experts for instrument development (1997)Selection and use of content …The quality toolbox (1992)The quality toolboxFocus Groups: A Practical Guide for Applied Research (1989)Focus Groups: A Practical Gui…What video games have to teach us about learning and literacy (2003)What Video Games Have to Teach Us about Learning and Literacy (2004)How Computer Games Help Children Learn (2006)Learning factories for future oriented research and education in manufacturing (2017)An overview of serious games for disaster risk management – Prospects and limitations for informing actions to arrest increasing risk (2018)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)Principles and Practice of Structural Equation Modeling (1998)Principles and Practice of Structural Equation Modeling (2012)A Model of Factors Contributing to STEM Learning and Career Orientation (2015)STEM Education (2015)Early Engagement in Course-Based Research Increases Graduation Rates and Completion of Science, Engineering, and Mathematics Degrees (2016)Cognitive Load During Problem Solving: Effects on Learning (1988)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Serious Games in Preschool and Primary Education: Benefits And Impacts on Curriculum Course Syllabus (2017)Traditional games in elementary school: Relationships of student’s personality traits, motivation and experience with learning outcomes (2018)Challenges in Serious Game Design and Development: Educators’ Experiences (2020)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-efficacy: Toward a unifying theory of behavioral change (1978)Studying Gamification: The Effect of Rewards and Incentives on Motivation (2014)Success factors for serious games to enhance learning: a systematic review (2016)A meta-analysis with examination of moderators of student cognition, affect, and learning outcomes while using serious educational games, serious games, and simulations (2017)Case Study Research: Design and Methods (1984)Case Study Research: Design and Methods (1991)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Technology in tourism-from information communication technologies to eTourism and smart tourism towards ambient intelligence tourism: a perspective article (2019)Metaverse marketing: How the metaverse will shape the future of consumer research and practice (2022)Metaverse as a disruptive technology revolutionising tourism management and marketing (2023)Bias in meta-analysis detected by a simple, graphical test (1997)Measuring inconsistency in meta-analyses (2003)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement (2009)Board Games for Health: A Systematic Literature Review and Meta-Analysis (2018)Healthy play, better coping: The importance of play for the development of children in health and disease (2018)Serious Games and Gamification in Healthcare: A Meta-Review (2023)How to Design and Evaluate Research in Education (1990)Doing with Understanding: Lessons from Research on Problem- and Project-Based Learning (1998)What Is STEM? A Discussion About Conceptions of STEM in Education and Partnerships (2012)Ethno-Stem Project-Based Learning: Its Impact to Critical and Creative Thinking Skills (2020)STEAM education- metacognition – Specific Learning Disabilities (2021)Systematic review of problem based learning research in fostering critical thinking skills (2023)A systematic literature review of empirical evidence on computer games and serious games (2012)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Mapping learning and game mechanics for serious games analysis (2014)Game-based learning in medical education (2023)Gamification and Game Based Learning for Vocational Education and Training: A Systematic Literature Review (2023)The methodology of Focus Groups: the importance of interaction between research participants (1994)Series: Practical guidance to qualitative research. Part 3: Sampling, data collection and analysis (2017)The use of focus group discussion methodology: Insights from two decades of application in conservation (2018)Defining and Measuring Servant Leadership Behaviour in Organizations (2008)Principles and methods of validity and reliability testing of questionnaires used in social and health science researches (2015)INTERNATIONAL JOURNAL OF LOGISTICS MANAGEMENT (2023)
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References

  • 1989Focus Groups: A Practical Guide for Applied Research15,489 cited
  • 1997Selection and use of content experts for instrument development1,169 cited
  • 2013Why Students Choose STEM Majors867 cited
  • 2019A Meta-Analysis of Use of Serious Games in Education over a Decade564 cited
  • 2016Serious games and the gamification of tourism538 cited
  • 2010Why so serious? On the relation of serious games and learning439 cited
  • 2011Origins of Serious Games420 cited
  • 2018Analysis of Students’ Critical Thinking Skill of Middle School through STEM Education Project-Based Learning344 cited
  • 2017Serious Games for Mental Health: Are They Accessible, Feasible, and Effective? A Systematic Review and Meta-analysis328 cited
  • 2014Serious Games for education and training281 cited
  • 1992The quality toolbox262 cited
  • 2015The use of serious games in science education: a review of selected empirical research from 2002 to 2013196 cited
  • 2016A Computer-Based Game that Promotes Mathematics Learning More than a Conventional Approach173 cited
  • 2009Digital Games for Young Children Ages Three to Six: From Research to Design173 cited
  • 2015Serious Games Analytics: Theoretical Framework

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169 cited
  • 2014A Systematic Review and Meta-analysis of Interventions for Sexual Health Promotion Involving Serious Digital Games137 cited
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