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A Serious Game Designed to Promote Safe Behaviors Among Health Care Workers During the COVID-19 Pandemic: Development of “Escape COVID-19”
15 references·4 citing·43 second hop
A Serious Game Designed to Promote Safe Behaviors Among Health Care Workers During the COVID-19 Pandemic: Development of “Escape COVID-19” (2020)A Serious Game Designed to Promote Safe B…The Potential Health Care Costs And Resource Use Associated With COVID-19 In The United States (2020)The Potential Health Care Cos…Quality Criteria for Serious Games: Serious Part, Game Part, and Balance (2020)Quality Criteria for Serious …Perceptions, Knowledge, and Behaviors Related to COVID-19 Among Social Media Users: Cross-Sectional Study (2020)Perceptions, Knowledge, and B…Knowledge and Perceptions of COVID-19 Among Health Care Workers: Cross-Sectional Study (2020)Knowledge and Perceptions of …Coronavirus conspiracy beliefs, mistrust, and compliance with government guidelines in England (2020)Coronavirus conspiracy belief…Serious Gaming and Gamification Education in Health Professions: Systematic Review (2019)Serious Gaming and Gamificati…Developing Theory-Driven, Evidence-Based Serious Games for Health: Framework Based on Research Community Insights (2019)Developing Theory-Driven, Evi…Serious games for health: three steps forwards (2017)Serious games for health: thr…Success factors for serious games to enhance learning: a systematic review (2016)Success factors for serious g…Mapping learning and game mechanics for serious games analysis (2014)Mapping learning and game mec…Gamification in Education and Business (2014)Gamification in Education and…A RECIPE for Meaningful Gamification (2014)A RECIPE for Meaningful Gamif…Encyclopedia of the Sciences of Learning (2012)Encyclopedia of the Sciences …Punished by Rewards: The Trouble with Gold Stars, Incentive Plans, A'S, Praise, and Other Bribes (1999)Punished by Rewards: The Trou…Finding flow: the psychology of engagement with everyday life (1997)Finding flow: the psychology …Developing critical thinking skills through gamification (2023)Developing critical thinking …The effectiveness of serious games designed for infection prevention and promotion of safe behaviors of senior nursing students during the COVID-19 pandemic (2022)The effectiveness of serious …PSICOPEDAGOGIA: ATENDIMENTO AOS PROBLEMAS DE APRENDIZAGEM ATRAVÉS DE AÇÕES PEDAGÓGICAS (2022)PSICOPEDAGOGIA: ATENDIMENTO A…The co.LAB Generic Framework for Collaborative Design of Serious Games: Development Study (2021)The co.LAB Generic Framework …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)An activity theory-based model for serious games analysis and conceptual design (2015)The maturing of gamification research (2017)A Meta-Analysis of Use of Serious Games in Education over a Decade (2019)The Behavior of Organisms: An Experimental Analysis (1939)Homo Ludens: A Study of the Play-Element in Culture. (1951)Gamification in the Workplace: The Central Role of the Aesthetic Experience (2017)Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education (2021)Virtual reality and gamification in education: a systematic review (2024)Games, Motivation, and Learning: A Research and Practice Model (2002)Digital game-based learning (2003)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Digital Problem-Based Learning in Health Professions: Systematic Review and Meta-Analysis by the Digital Health Education Collaboration (2019)The Effect of Educational Games on Learning Outcomes, Student Motivation, Engagement and Satisfaction (2020)Benefits of gamification in medical education (2022)Improving the Quality of Web Surveys: The Checklist for Reporting Results of Internet E-Surveys (CHERRIES) (2004)Assessment of Knowledge, Attitudes, and Perception of Health Care Workers Regarding COVID-19, A Cross-Sectional Study from Egypt (2020)Coronavirus Disease-2019: Knowledge, Attitude, and Practices of Health Care Workers at Makerere University Teaching Hospitals, Uganda (2020)Medical Students and COVID-19: Knowledge, Attitudes, and Precautionary Measures. A Descriptive Study From Jordan (2020)The Warwick-Edinburgh Mental Well-being Scale (WEMWBS): development and UK validation (2007)The Effects of Anti-Vaccine Conspiracy Theories on Vaccination Intentions (2014)Understanding Conspiracy Theories (2019)Inoculating Against Fake News About COVID-19 (2020)Trust in government regarding COVID-19 and its associations with preventive health behaviour and prosocial behaviour during the pandemic: a cross-sectional and longitudinal study (2021)Misinformation: susceptibility, spread, and interventions to immunize the public (2022)Flow: The Psychology of Optimal Experience (1991)CONSORT 2010 Explanation and Elaboration: updated guidelines for reporting parallel group randomised trials (2010)A Mobile Serious Game About the Pandemic (COVID-19 - Did You Know?): Design and Evaluation Study (2020)Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING) (2021)Comparing the Effectiveness of Video-Based Learning and Game-Based Learning Using Teacher-Authored Video Games for Online Software Engineering Education (2022)Measuring the Customer Experience in Online Environments: A Structural Modeling Approach (2000)Student engagement in high school classrooms from the perspective of flow theory. (2003)The Concept of Flow (2014)Motivation, Knowledge Transfer, and Organizational Forms (2000)Intrinsic and Extrinsic Motivational Orientations in the Classroom: Age Differences and Academic Correlates. (2005)When and Why Incentives (Don't) Work to Modify Behavior (2011)An Empirical Test of the Theory of Gamified Learning (2014)Gamification of task performance with leaderboards: A goal setting experiment (2015)The economic burden of coronavirus disease 2019 (COVID-19): evidence from Iran (2021)The potential public health and economic value of a hypothetical COVID-19 vaccine in the United States: Use of cost-effectiveness modeling to inform vaccination prioritization (2021)Economic Burden of COVID-19: A Systematic Review (2022)
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References

  • 1997Finding flow: the psychology of engagement with everyday life3,522 cited
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  • 2020

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Perceptions, Knowledge, and Behaviors Related to COVID-19 Among Social Media Users: Cross-Sectional Study
92 cited

Cited by

  • 2023Developing critical thinking skills through gamification67 cited
  • 2022The effectiveness of serious games designed for infection prevention and promotion of safe behaviors of senior nursing students during the COVID-19 pandemic46 cited
  • 2021The co.LAB Generic Framework for Collaborative Design of Serious Games: Development Study42 cited
  • 2022PSICOPEDAGOGIA: ATENDIMENTO AOS PROBLEMAS DE APRENDIZAGEM ATRAVÉS DE AÇÕES PEDAGÓGICAS0 cited