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Learner Attitude, Educational Background, and Gender Influence on Knowledge Gain in a Serious Games-Enhanced Programming Course
9 references·2 citing·50 second hop
Learner Attitude, Educational Background, and Gender Influence on Knowledge Gain in a Serious Games-Enhanced Programming Course (2021)Learner Attitude, Educational Background,…Gendered Interests in Electrical, Computer, and Biomedical Engineering: Intersections With Career Outcome Expectations (2018)Gendered Interests in Electri…The Underrepresentation of Women in Computing Fields: A Synthesis of Literature Using a Life Course Perspective (2017)The Underrepresentation of Wo…PlayIt: Game Based Learning Approach for Teaching Programming Concepts. (2016)PlayIt: Game Based Learning A…Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Challenging games help studen…An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games (2015)An update to the systematic l…Educational games - Are they worth the effort? A literature survey of the effectiveness of serious games (2013)Educational games - Are they …Measurement and Analysis of Learner’s Motivation in Game-Based E-Learning (2012)Measurement and Analysis of L…The effect of simulation games on the learning of computational problem solving (2011)The effect of simulation game…Classifying Serious Games (2011)Classifying Serious GamesResearch on Educational Games in Learning in Indonesia: A Systematic Review of the Literatures (2024)Research on Educational Games…State-of-the-Art Review on Current Approaches to Female Inclusiveness in Software Engineering and Computer Science in Higher Education (2023)State-of-the-Art Review on Cu…Digital Natives, Digital Immigrants Part 1 (2001)Rules of Play: Game Design Fundamentals (2003)Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2008)The effect of games and simulations on higher education: a systematic literature review (2017)A review of immersive virtual reality serious games to enhance learning and training (2019)To learn scientifically, effectively, and enjoyably: A review of educational games (2020)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Life on the Screen: Identity in the Age of the Internet (1997)Game-based Learning and 21st century skills: A review of recent research (2016)A systematic literature review of empirical evidence on computer games and serious games (2012)Gamifying learning experiences: Practical implications and outcomes (2013)Does gamification improve student learning outcome? 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this work references cited by second hop

References

  • 2015Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning2,111 cited
  • 2015An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games1,300 cited
  • 2011Classifying Serious Games334 cited
  • 2011The effect of simulation games on the learning of computational problem solving292 cited
  • 2013Educational games - Are they worth the effort? A literature survey of the effectiveness of serious games271 cited
  • 2017The Underrepresentation of Women in Computing Fields: A Synthesis of Literature Using a Life Course Perspective91 cited
  • 2016PlayIt: Game Based Learning Approach for Teaching Programming Concepts.91 cited
  • 2018Gendered Interests in Electrical, Computer, and Biomedical Engineering: Intersections With Career Outcome Expectations46 cited
  • 2012Measurement and Analysis of Learner’s Motivation in Game-Based E-Learning41 cited

Cited by

  • 2024Research on Educational Games in Learning in Indonesia: A Systematic Review of the Literatures23 cited
  • 2023State-of-the-Art Review on Current Approaches to Female Inclusiveness in Software Engineering and Computer Science in Higher Education13 cited

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