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The participatory design of a simulation training game
9 references·1 citing·46 second hop
The participatory design of a simulation training game (2012)The participatory design of a simulation …Gaming: The Future's Language (2014)Gaming: The Future's LanguageCognitive science implications for enhancing training effectiveness in a serious gaming context (2007)Cognitive science implication…Informal Learning: Rediscovering the Natural Pathways That Inspire Innovation and Performance (2006)Informal Learning: Rediscover…Massive Multiplayer Online Gaming: A Research Framework for Military Training and Education (2005)Massive Multiplayer Online Ga…What video games have to teach us about learning and literacy (2003)What video games have to teac…Games, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…The effects of graduate training on reasoning: Formal discipline and thinking about everyday-life events. (1988)The effects of graduate train…What Makes Things Fun to Learn? A Study of Intrinsically Motivating Computer Games. (1981)What Makes Things Fun to Lear…Collected Papers of Charles Sanders Peirce (1959)Collected Papers of Charles S…Participatory Design Method to Unfold Educational Game Design Issues: A Systematic Review of Trends and Outcome (2019)Participatory Design Method t…The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1956)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1994)Motivation and Personality (1997)Designing Effective Serious Games: Opportunities and Challenges for Research (2010)A serious game model for cultural heritage (2012)Research Note—Gamification of Technology-Mediated Training: Not All Competitions Are the Same (2016)The growth of logical thinking: From childhood to adolescence. (1958)The processes of causal attribution. (1973)Attribution: Perceiving the Causes of Behavior (1987)The Role of Anomalous Data in Knowledge Acquisition: A Theoretical Framework and Implications for Science Instruction (1993)Can Patents Deter Innovation? The Anticommons in Biomedical Research (1998)Toward a design theory of problem solving (2000)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)A systematic literature review of empirical evidence on computer games and serious games (2012)A meta-analysis of the cognitive and motivational effects of serious games. (2013)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Digital game building: learning in a participatory culture (2010)Futura (2010)Participatory evaluation of an educational game for social skills acquisition (2013)Exploring the use of participatory design in game design: a Brazilian perspective (2020)Situated Learning: Legitimate Peripheral Participation. (1994)Communities of practice learning, meaning, and identity (1999)What Video Games Have to Teach Us about Learning and Literacy (2004)A game a day keeps the doctor away: a short review of computer games in mental healthcare. (2008)Online learning: Are subjective perceptions of instructional context related to academic success? (2009)Presentación. Juegos digitales y gamificación aplicados en el ámbito de la educación (2016)Situated Cognition and the Culture of Learning (1989)Situated Learning (1991)A Pedagogy of Multiliteracies: Designing Social Futures (1996)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Interactive Multimodal Learning Environments (2007)Gamifying learning experiences: Practical implications and outcomes (2013)Microcomputers in education: Motivational and social issues. (1985)Microcomputer Playfulness: Development of a Measure With Workplace Implications (1992)Intrinsic motivation, curiosity, and learning (2016)Factors that influence informal learning in the workplace (2008)Interaction Equivalency in Self-Paced Online Learning Environments: An Exploration of Learner Preferences (2009)Emerging Technologies in Distance Education (2010)Sociological Introspection and Emotional Experience (1991)Theory Construction in Qualitative Research (2012)Process Studies of Change in Organization and Management: Unveiling Temporality, Activity, and Flow (2013)Policy Gaming for Strategy and Change (2007)The Game Definition Game (2016)An overview of serious games for disaster risk management – Prospects and limitations for informing actions to arrest increasing risk (2018)
this work references cited by second hop

References

  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 2002Games, Motivation, and Learning: A Research and Practice Model3,211 cited
  • 1959Collected Papers of Charles Sanders Peirce761 cited
  • 2006Informal Learning: Rediscovering the Natural Pathways That Inspire Innovation and Performance484 cited
  • 1981What Makes Things Fun to Learn? A Study of Intrinsically Motivating Computer Games.434 cited
  • 2014Gaming: The Future's Language359 cited
  • 1988The effects of graduate training on reasoning: Formal discipline and thinking about everyday-life events.341 cited
  • 2007Cognitive science implications for enhancing training effectiveness in a serious gaming context249 cited
  • 2005Massive Multiplayer Online Gaming: A Research Framework for Military Training and Education117 cited

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  • 2019Participatory Design Method to Unfold Educational Game Design Issues: A Systematic Review of Trends and Outcome22 cited

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