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Using games in geographical and planning-related teaching: Serious games, edutainment, board games and role-play
16 references·2 citing·43 second hop
Using games in geographical and planning-related teaching: Serious games, edutainment, board games and role-play (2021)Using games in geographical and planning-…Examining Board Gameplay and Learning: A Multidisciplinary Review of Recent Research (2020)Examining Board Gameplay and …The effects of gamification-based teaching practices on student achievement and students' attitudes toward lessons (2017)The effects of gamification-b…Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Challenging games help studen…A meta-analysis of the cognitive and motivational effects of serious games. (2013)A meta-analysis of the cognit…Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies (2012)Serious games as new educatio…Reality is broken: why games make us better and how they can change the world (2012)Reality is broken: why games …Playing Video Games : Motives, Responses, and Consequences (2012)Playing Video Games : Motives…A systematic literature review of empirical evidence on computer games and serious games (2012)A systematic literature revie…Reality is broken: why games make us better and how they can change the world (2011)Reality is broken: why games …From Game Design Elements to Gamefulness: Defining “Gamification” (2011)From Game Design Elements to …From game design elements to gamefulness (2011)From game design elements to …The Long History of Gaming in Military Training (2009)The Long History of Gaming in…Collaborative games: Lessons learned from board games (2006)Collaborative games: Lessons …A Theoretical Model of the Effects and Consequences of Playing Video Games. (2006)A Theoretical Model of the Ef…Locational Analysis in Human Geography (1980)Locational Analysis in Human …Serious Games (1970)Serious GamesSerious games and transport justice: Examining redistributive issues through classification and dictator games (2024)Serious games and transport j…Developing and validating a business simulation systems success model in the context of management education (2022)Developing and validating a b…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)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Gamification. using game-design elements in non-gaming contexts (2011)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Gamification in theory and action: A survey (2014)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Social Learning Theory. (1978)Statistical Methods for Meta-Analysis (1988)Digital Games, Design, and Learning (2015)Handbook of Self-Regulation of Learning and Performance (2017)The Gamification of Learning: a Meta-analysis (2019)Introduction to Meta‐Analysis (2021)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)Mind in Society: The Development of Higher Psychological Processes (1978)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Common method biases in behavioral research: A critical review of the literature and recommended remedies. (2003)Gamified learning in higher education: A systematic review of the literature (2018)The role of gamified e-quizzes on student learning and engagement: An interactive gamification solution for a formative assessment system (2019)Enhancing user engagement: The role of gamification in mobile apps (2021)The benefits of playing video games. (2013)Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy (2016)The Digital Workforce and the Workplace of the Future (2016)Gender and Computer Games: Exploring Females' Dislikes (2006)The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing (2009)Why do people watch others play video games? An empirical study on the motivations of Twitch users (2016)Where Do the New U.S. Immigrants Live? (1989)Simplifying complexity: a review of complexity theory (2001)Toward a relational economic geography (2003)Toward an understanding of flow in video games (2008)A User-Centered Theoretical Framework for Meaningful Gamification (2012)An Overview of Serious Games (2014)Gamification for health and wellbeing: A systematic review of the literature (2016)A systematic review of gamification in e-Health (2017)Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017)
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References

  • 2011From game design elements to gamefulness8,391 cited
  • 2012Reality is broken: why games make us better and how they can change the world2,923 cited
  • 2012A systematic literature review of empirical evidence on computer games and serious games2,890 cited
  • 2013A meta-analysis of the cognitive and motivational effects of serious games.1,857 cited
  • 2015Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning1,710 cited
  • 2011From Game Design Elements to Gamefulness: Defining “Gamification”1,340 cited
  • 2012Playing Video Games : Motives, Responses, and Consequences1,059 cited
  • 1970Serious Games921 cited
  • 1980Locational Analysis in Human Geography911 cited
  • 2012Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies726 cited
  • 2011Reality is broken: why games make us better and how they can change the world721 cited
  • 2006Collaborative games: Lessons learned from board games380 cited
  • 2017The effects of gamification-based teaching practices on student achievement and students' attitudes toward lessons320 cited
  • 2006A Theoretical Model of the Effects and Consequences of Playing Video Games.283 cited
  • 2009

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The Long History of Gaming in Military Training
238 cited
  • 2020Examining Board Gameplay and Learning: A Multidisciplinary Review of Recent Research191 cited
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    • 2022Developing and validating a business simulation systems success model in the context of management education33 cited
    • 2024Serious games and transport justice: Examining redistributive issues through classification and dictator games4 cited