SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
A Systematic Review of the Use of Serious Games in Science Education
13 references·4 citing·51 second hop
A Systematic Review of the Use of Serious Games in Science Education (2021)A Systematic Review of the Use of Serious…Impact of serious games on science learning achievement compared with more conventional instruction: an overview and a meta-analysis (2019)Impact of serious games on sc…From experiencing to critical thinking: a contextual game-based learning approach to improving nursing students’ performance in Electrocardiogram training (2019)From experiencing to critical…The effect of games and simulations on higher education: a systematic literature review (2017)The effect of games and simul…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…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…A systematic literature review on serious games evaluation: An application to software project management (2015)A systematic literature revie…Game-Based Learning in Science Education: A Review of Relevant Research (2013)Game-Based Learning in Scienc…Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies (2012)Serious games as new educatio…Educational Technology Research Trends in Turkey: A Content Analysis of the 2000-2009 Decade* (2012)Educational Technology Resear…A systematic literature review of empirical evidence on computer games and serious games (2012)A systematic literature revie…From Edutainment to Serious Games: A Change in the Use of Game Characteristics (2010)From Edutainment to Serious G…Serious Games : An Overview (2007)Serious Games : An OverviewTrigger Happy: Videogames and the Entertainment Revolution (2004)Trigger Happy: Videogames and…The Impact of Serious Games on Learning in Primary Education: A Systematic Literature Review (2023)The Impact of Serious Games o…Gamification and Soft Skills Assessment in the Development of a Serious Game: Design and Feasibility Pilot Study (2023)Gamification and Soft Skills …A comprehensive bibliometric analysis of information and communication technologies in science education (2023)A comprehensive bibliometric …Serious Games in High School Mathematics Lessons: An Embedded Case Study in Europe (2021)Serious Games in High School …Digital game-based learning: Towards an experiential gaming model (2005)Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2008)CONSORT 2010 Statement: Updated Guidelines for Reporting Parallel Group Randomized Trials (2010)A mobile gamification learning system for improving the learning motivation and achievements (2014)Information technology and Gen Z: The role of teachers, the internet, and technology in the education of young people (2021)Understanding Cognitive Load in Digital and Online Learning: a New Perspective on Extraneous Cognitive Load (2021)Experiential Learning : Experience as the Source of Learning and Development (1983)Situated Cognition and the Culture of Learning (1989)What Video Games Have to Teach Us about Learning and Literacy (2004)Serious games and learning effectiveness: The case of It’s a Deal! (2011)Purposeful by design? (2012)Effects of video-game play on information processing: A meta-analytic investigation (2013)Attitudes towards science: A review of the literature and its implications (2003)School Engagement: Potential of the Concept, State of the Evidence (2004)A scoping review of research on digital game-based language learning (2018)Enhancing Attentional Control: Lessons from Action Video Games (2019)Effects of digital game-based STEM education on students’ learning achievement: a meta-analysis (2022)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)Handbook of Self-Regulation of Learning and Performance (2017)Flow: the psychology of optimal experience (1990)Measuring and defining the experience of immersion in games (2008)Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts (2020)Mapping research in student engagement and educational technology in higher education: a systematic evidence map (2020)Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)Taxonomy of Educational Objectives: The Classification of Educational Goals, Handbook I: Cognitive Domain (1956)Taxonomy of Educational Objectives: The Classification of Educational Goals. (1956)Evaluating Training Programs : The Four Levels (2009)Six decades of project management research: Thematic trends and future opportunities (2016)How games for computing education are evaluated? A systematic literature review (2017)Application of the Educational Game to Enhance Student Learning (2021)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Effectiveness of virtual reality-based instruction on students' learning outcomes in K-12 and higher education: A meta-analysis (2013)Understanding the use of Virtual Reality in Marketing: A text mining-based review (2018)The Role of Serious Games, Gamification and Industry 4.0 Tools in the Education 4.0 Paradigm (2019)Barriers to student active learning in higher education (2020)Serious Games: Games That Educate, Train, and Inform (2005)Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. (2006)Why so serious? On the relation of serious games and learning (2010)Immersive virtual reality serious games for evacuation training and research: A systematic literature review (2018)Gamification of health professions education: a systematic review (2020)Mind in Society: The Development of Higher Psychological Processes (1978)What video games have to teach us about learning and literacy (2003)Effects of Digital Game-Based Learning on Elementary Science Learning: A Systematic Review (2019)Effectiveness of digital educational game and game design in STEM learning: a meta-analytic review (2023)Structure and competition in the U.S. home video game industry (2002)Impacts of Net-generation attributes, seductive properties of the Internet, and gratifications-obtained on Internet use (2003)Digitized Virtuosity: Video War Games and Post-9/11 Cyber-Deterrence (2007)
this work references cited by second hop

References

  • 2012A systematic literature review of empirical evidence on computer games and serious games2,890 cited
  • 2015An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games1,133 cited
  • 2007Serious Games : An Overview946 cited
  • 2017The effect of games and simulations on higher education: a systematic literature review773 cited
  • 2012Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies726 cited
  • 2010From Edutainment to Serious Games: A Change in the Use of Game Characteristics458 cited
  • 2013Game-Based Learning in Science Education: A Review of Relevant Research392 cited
  • 2015A systematic literature review on serious games evaluation: An application to software project management297 cited
  • 2004Trigger Happy: Videogames and the Entertainment Revolution229 cited
  • 2015The use of serious games in science education: a review of selected empirical research from 2002 to 2013196 cited
  • 2019From experiencing to critical thinking: a contextual game-based learning approach to improving nursing students’ performance in Electrocardiogram training131 cited
  • 2019Impact of serious games on science learning achievement compared with more conventional instruction: an overview and a meta-analysis126 cited
  • 2012Educational Technology Research Trends in Turkey: A Content Analysis of the 2000-2009 Decade*123 cited

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

Cited by

  • 2023Gamification and Soft Skills Assessment in the Development of a Serious Game: Design and Feasibility Pilot Study37 cited
  • 2023The Impact of Serious Games on Learning in Primary Education: A Systematic Literature Review27 cited
  • 2021Serious Games in High School Mathematics Lessons: An Embedded Case Study in Europe25 cited
  • 2023A comprehensive bibliometric analysis of information and communication technologies in science education7 cited