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Videojuegos y educación: análisis de tendencias en investigación
16 references·0 citing·50 second hop
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References

  • 2016Constructing bibliometric networks: A comparison between full and fractional counting1,409 cited
  • 2014Mapping learning and game mechanics for serious games analysis988 cited
  • 2011Text mining and visualization using VOSviewer729 cited
  • 2013Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness614 cited
  • 2013Are badges useful in education?: it depends upon the type of badge and expertise of learner486 cited
  • 2015An activity theory-based model for serious games analysis and conceptual design387 cited
  • 1987A review of bibliometric and other science indicators and their role in research evaluation334 cited
  • 2013The research and evaluation of serious games: Toward a comprehensive methodology309 cited
  • 2011Serious games and learning effectiveness: The case of It’s a Deal!305 cited
  • 2010Digimodernism: how new technologies dismantle the postmodern and reconfigure our culture294 cited
  • 2010Designing Effective Serious Games: Opportunities and Challenges for Research247 cited
  • 2010Medical student attitudes toward video games and related new media technologies in medical education195 cited
  • 2014Bridging serious games and participatory design178 cited
  • 2013The development approach of a pedagogically-driven serious game to support Relationship and Sex Education (RSE) within a classroom setting

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157 cited
  • 2017The Use of Serious Games in Preschool Education122 cited
  • 2017Serious Games in Preschool and Primary Education: Benefits And Impacts on Curriculum Course Syllabus121 cited
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