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Improving evidence-based assessment of players using serious games
16 references·0 citing·40 second hop
Improving evidence-based assessment of players using serious games (2021)Improving evidence-based assessment of pl…2018 Reform Of Eu Data Protection Rules (2017)2018 Reform Of Eu Data Protec…Serious Games (2016)Serious GamesGame Learning Analytics: Learning Analytics for Serious Games (2016)Game Learning Analytics: Lear…Serious Games Analytics: Theoretical Framework (2015)Serious Games Analytics: Theo…Serious Games Analytics (2015)Serious Games AnalyticsA systematic literature review on serious games evaluation: An application to software project management (2015)A systematic literature revie…Game-Based Assessment of Persistence. (2014)Game-Based Assessment of Pers…Designing and using research questionnaires (2014)Designing and using research …Telemetry Sampling in Game Development (2013)Telemetry Sampling in Game De…Introduction: Changing the Game (2013)Introduction: Changing the Ga…Game Analytics (2013)Game AnalyticsAssessment and Learning of Qualitative Physics in Newton's Playground (2013)Assessment and Learning of Qu…Assessment and Learning of Qualitative Physics in Newton’s Playground (2013)Assessment and Learning of Qu…Assessment for Game-Based Learning (2012)Assessment for Game-Based Lea…Serious Games: Games That Educate, Train, and Inform (2005)Serious Games: Games That Edu…Serious Games (1970)Serious GamesResearch Design: Qualitative, Quantitative, and Mixed Methods Approaches (1994)Qualitative inquiry and research design: choosing among five traditions. (1998)A REVIEW OF THE METHODOLOGICAL MISCONCEPTIONS AND GUIDELINES RELATED TO THE APPLICATION OF STRUCTURAL EQUATION MODELING: A MALAYSIAN SCENARIO (2017)Integration of unified theory of acceptance and use of technology in internet banking adoption setting: Evidence from Pakistan (2019)The post-adoption behavior of internet banking users through the eyes of self-determination theory and expectation confirmation model (2021)Business Research Methods (2022)Interactive-engagement versus traditional methods: A six-thousand-student survey of mechanics test data for introductory physics courses (1998)Sex Differences in Video Game Play: (2004)Game Design Workshop (2008)Modeling how incoming knowledge, persistence, affective states, and in-game progress influence student learning from an educational game (2015)Advances in the Science of Assessment (2016)Artificial intelligence moving serious gaming: Presenting reusable game AI components (2019)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)A review of immersive virtual reality serious games to enhance learning and training (2019)The digital transformation of business. Towards the datafication of the relationship with customers (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)Toward a Theory of Intrinsically Motivating Instruction* (1981)A systematic literature review of empirical evidence on computer games and serious games (2012)The benefits of playing video games. (2013)An approach to evaluating the user experience of serious games (2019)Lessons learned applying learning analytics to assess serious games (2019)MEEGA+: Um Modelo para a Avaliação de Jogos Educacionais para o ensino de Computação (2019)Digital game-based learning (2003)What video games have to teach us about learning and literacy (2003)What Video Games Have to Teach Us about Learning and Literacy (2004)Using gameplay data to examine learning behavior patterns in a serious game (2016)Empowering Children with ASD and Their Parents: Design of a Serious Game for Anxiety and Stress Reduction (2020)Developing a Theory of Gamified Learning (2014)Mapping learning and game mechanics for serious games analysis (2014)A systematic review of gamification in e-Health (2017)From game design elements to gamefulness (2011)An Overview of Serious Games (2014)Quality Criteria for Serious Games: Serious Part, Game Part, and Balance (2020)Serious board games: modding existing games for collaborative ideation processes (2021)Serious Games as a Complementary Tool for Social Skill Development in Young People: A Systematic Review of the Literature (2021)Skill-based differences in spatio-temporal team behaviour in defence of the Ancients 2 (DotA 2) (2014)Crushing Candy: The Free-to-Play Game in Its Connective Commodity Form (2015)Ping to Win? (2016)
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References

  • 2005Serious Games: Games That Educate, Train, and Inform2,069 cited
  • 1970Serious Games921 cited
  • 2014Designing and using research questionnaires843 cited
  • 2016Serious Games327 cited
  • 2015A systematic literature review on serious games evaluation: An application to software project management297 cited
  • 2013Game Analytics230 cited
  • 2015Serious Games Analytics: Theoretical Framework169 cited
  • 2015Serious Games Analytics168 cited
  • 2013Assessment and Learning of Qualitative Physics in Newton's Playground168 cited
  • 2016Game Learning Analytics: Learning Analytics for Serious Games140 cited
  • 2012Assessment for Game-Based Learning127 cited
  • 20172018 Reform Of Eu Data Protection Rules124 cited
  • 2014Game-Based Assessment of Persistence.115 cited
  • 2013Assessment and Learning of Qualitative Physics in Newton’s Playground110 cited
  • 2013Telemetry Sampling in Game Development96 cited
  • 2013Introduction: Changing the Game96 cited

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