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Serious games may shape the future of accounting education by exploring hybrid skills
16 references·0 citing·47 second hop
Serious games may shape the future of accounting education by exploring hybrid skills (2022)Serious games may shape the future of acc…Using EPPM to Evaluate the Effectiveness of Fear Appeal Messages Across Different Media Outlets to Increase the Intention of Breast Self-Examination Among Chinese Women (2018)Using EPPM to Evaluate the Ef…Digital Game-based Learning and Serious Games in Education (2018)Digital Game-based Learning a…Game-based Learning and 21st century skills: A review of recent research (2016)Game-based Learning and 21st …Educational Gamification Vs. Game Based Learning: Comparative Study (2016)Educational Gamification Vs. …Gameplay Engagement and Learning in Game-Based Learning (2015)Gameplay Engagement and Learn…Foundations of Game-Based Learning (2015)Foundations of Game-Based Lea…Is There a Conceptual Difference between Theoretical and Conceptual Frameworks? (2014)Is There a Conceptual Differe…Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does Gamification Work? -- A …The Argument-Based Approach to Validation (2013)The Argument-Based Approach t…Assessing students’ critical thinking performance: Urging for measurements using multi-response format (2009)Assessing students’ critical …Flow in games (and everything else) (2007)Flow in games (and everything…Learning Styles and Learning Spaces: Enhancing Experiential Learning in Higher Education (2005)Learning Styles and Learning …Digital game-based learning: Towards an experiential gaming model (2005)Digital game-based learning: …Perceived Behavioral Control, Self‐Efficacy, Locus of Control, and the Theory of Planned Behavior 1 (2002)Perceived Behavioral Control,…The Role of Goal Orientation in Self-Regulated Learning (2000)The Role of Goal Orientation …Problem‐based learning in medicine and beyond: A brief overview (1996)Problem‐based learning in med…Intrinsic Motivation and Self-Determination in Human Behavior (1985)The theory of planned behavior (1991)Self-Efficacy: The Exercise of Control (1999)A 2 × 2 achievement goal framework. 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(2000)From game design elements to gamefulness (2011)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)The Gamification of Learning: a Meta-analysis (2019)Self-efficacy: Toward a unifying theory of behavioral change. 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References

  • 2002Perceived Behavioral Control, Self‐Efficacy, Locus of Control, and the Theory of Planned Behavior 18,225 cited
  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification6,655 cited
  • 2000The Role of Goal Orientation in Self-Regulated Learning5,612 cited
  • 2005Learning Styles and Learning Spaces: Enhancing Experiential Learning in Higher Education5,404 cited
  • 2015Foundations of Game-Based Learning2,533 cited
  • 1996Problem‐based learning in medicine and beyond: A brief overview2,244 cited
  • 2005Digital game-based learning: Towards an experiential gaming model1,636 cited
  • 2016Game-based Learning and 21st century skills: A review of recent research1,379 cited
  • 2007Flow in games (and everything else)1,081 cited
  • 2015Gameplay Engagement and Learning in Game-Based Learning651 cited
  • 2014Is There a Conceptual Difference between Theoretical and Conceptual Frameworks?533 cited
  • 2009Assessing students’ critical thinking performance: Urging for measurements using multi-response format488 cited
  • 2013The Argument-Based Approach to Validation385 cited
  • 2016Educational Gamification Vs. Game Based Learning: Comparative Study342 cited
  • 2018Using EPPM to Evaluate the Effectiveness of Fear Appeal Messages Across Different Media Outlets to Increase the Intention of Breast Self-Examination Among Chinese Women

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301 cited
  • 2018Digital Game-based Learning and Serious Games in Education297 cited
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