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Towards an Iterative Design for Serious Games
16 references·0 citing·41 second hop
Towards an Iterative Design for Serious Games (2021)Towards an Iterative Design for Serious G…Gamification of the Learning Process: Lessons Learned (2016)Gamification of the Learning …Flow framework for analyzing the quality of educational games (2014)Flow framework for analyzing …Toward a Framework for the Analysis and Design of Educational Games (2010)Toward a Framework for the An…Motivational profiles from a self-determination perspective: The quality of motivation matters. (2009)Motivational profiles from a …Educational games (EG) design framework: Combination of game design, pedagogy and content modeling (2009)Educational games (EG) design…Digital game-based learning (DGBL) model and development methodology for teaching history (2009)Digital game-based learning (…Game object model version II: a theoretical framework for educational game development (2006)Game object model version II:…A framework for developing serious games to meet learner needs (2006)A framework for developing se…Learning by Design: Good Video Games as Learning Machines (2005)Learning by Design: Good Vide…How can exploratory learning with games and simulations within the curriculum be most effectively evaluated? (2005)How can exploratory learning …Digital game-based learning: Towards an experiential gaming model (2005)Digital game-based learning: …What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…What video games have to teach us about learning and literacy (2003)What video games have to teac…The use of computer games as an educational tool: identification of appropriate game types and game elements (1999)The use of computer games as …The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1994)The magical number seven, plu…The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1956)The magical number seven, plu…Thought and language (1962)Experiential Learning : Experience as the Source of Learning and Development (1983)Serious Games : An Overview (2007)EGameFlow: A scale to measure learners’ enjoyment of e-learning games (2008)Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies (2012)Mind in Society: The Development of Higher Psychological Processes (1978)Flow: the psychology of optimal experience (1990)Bowling Alone: America's Declining Social Capital (1995)Designing and integrating purposeful learning in game play: a systematic review (2015)Essential features of serious games design in higher education: Linking learning attributes to game mechanics (2016)Designing Engaging Games for Education: A Systematic Literature Review on Game Motivators and Design Principles (2020)Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. (1994)A pedagogy of Multiliteracies Designing Social Futures (1996)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Gamifying learning experiences: Practical implications and outcomes (2013)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)New Vocabularies in Film Semiotics (2005)Learning in immersive worlds: A review of game-based learning (2006)Educational game design for online education (2008)Toward a Theory of Intrinsically Motivating Instruction* (1981)Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games (1996)The impact of intrinsic motivation on e‐learning in authentic computer tasks (2004)Gameplaying for maths learning: cooperative or not? (2006)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Motivational Beliefs, Values, and Goals (2002)The development of the five mini-theories of self-determination theory: an historical overview, emerging trends, and future directions (2010)Case-Based Learning and its Application in Medical and Health-Care Fields: A Review of Worldwide Literature (2016)Applying the self-determination theory (SDT) to explain student engagement in online learning during the COVID-19 pandemic (2021)EXPERIMENTAL PSYCHOLOGY (1940)Working Memory (1974)Situated Learning (1991)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Foundations of Game-Based Learning (2015)A scaling method for priorities in hierarchical structures (1977)How to make a decision: The analytic hierarchy process (1990)The theory of planned behavior (1991)Investigating the impact of video games on high school students’ engagement and learning about genetics (2009)Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness (2013)The maturing of gamification research (2017)
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References

  • 1956The magical number seven, plus or minus two: Some limits on our capacity for processing information.17,773 cited
  • 1994The magical number seven, plus or minus two: Some limits on our capacity for processing information.17,161 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 2005Digital game-based learning: Towards an experiential gaming model1,456 cited
  • 2009Motivational profiles from a self-determination perspective: The quality of motivation matters.1,077 cited
  • 2005Learning by Design: Good Video Games as Learning Machines829 cited
  • 2005How can exploratory learning with games and simulations within the curriculum be most effectively evaluated?751 cited
  • 1999The use of computer games as an educational tool: identification of appropriate game types and game elements452 cited
  • 2006Game object model version II: a theoretical framework for educational game development307 cited
  • 2014Flow framework for analyzing the quality of educational games169 cited
  • 2009Digital game-based learning (DGBL) model and development methodology for teaching history143 cited
  • 2010Toward a Framework for the Analysis and Design of Educational Games139 cited
  • 2009Educational games (EG) design framework: Combination of game design, pedagogy and content modeling

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136 cited
  • 2016Gamification of the Learning Process: Lessons Learned112 cited
  • 2006A framework for developing serious games to meet learner needs87 cited
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