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The Motivational Effects and Educational Affordance of Serious Games on the Learning of Cantonese Opera Movements
16 references·1 citing·45 second hop
The Motivational Effects and Educational Affordance of Serious Games on the Learning of Cantonese Opera Movements (2022)The Motivational Effects and Educational …An adaptable multi-learner serious game for learning cultural heritage (2022)An adaptable multi-learner se…Digital game-based learning of information literacy: Effects of gameplay modes on university students’ learning performance, motivation, self-efficacy and flow experiences (2021)Digital game-based learning o…HieroQuest - A Serious Game for Learning Egyptian Hieroglyphs (2020)HieroQuest - A Serious Game f…‘The problem-centred expert interview’. Combining qualitative interviewing approaches for investigating implicit expert knowledge (2020)‘The problem-centred expert i…Digital storytelling and audience engagement in cultural heritage management: A collaborative model based on the Digital City of Thessaloniki (2018)Digital storytelling and audi…Perceiving, Acting and Knowing (2017)Perceiving, Acting and KnowingMultimodal Serious Games Technologies for Cultural Heritage (2017)Multimodal Serious Games Tech…Cultural Heritage and the Challenge of Sustainability (2016)Cultural Heritage and the Cha…Cultural Heritage Tourism in Malaysia: Issues and Challenges (2014)Cultural Heritage Tourism in …Learning cultural heritage by serious games (2013)Learning cultural heritage by…Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2008)Digital Game-Based Learning i…What video games have to teach us about learning and literacy (2003)What video games have to teac…Digital game-based learning (2003)Digital game-based learningThree worlds of CSCL: Can we support CSCL? (2002)Three worlds of CSCL: Can we …Research Methods in Education (2002)Research Methods in EducationPractical Research: Planning and Design (1990)Practical Research: Planning …Gamifying cultural heritage: Exploring the potential of immersive virtual exhibitions (2024)Gamifying cultural heritage: …The Effectiveness of Games for Educational Purposes: A Review of Recent Research (1992)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)Foundations of Game-Based Learning (2015)Digital Game-Based Learning (2020)Taxonomy of Educational Objectives: The Classification of Educational Goals, Handbook I: Cognitive Domain (1956)Experiential Learning : Experience as the Source of Learning and Development (1983)A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives (2001)Information and Communication Technologies in Tourism 2014 (2013)Using Gamification to Enhance Second Language Learning. (2015)Cultural tourism: A review of recent research and trends (2018)Culture's Consequences: International Differences in Work-Related Values (1981)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)A five-dimensional framework for authentic assessment (2004)The Evolution of Research on Computer-Supported Collaborative Learning (2009)Toward a Script Theory of Guidance in Computer-Supported Collaborative Learning (2013)A Theory of Cognitive Dissonance (2017)Should There Be a Three-Strikes Rule Against Pure Discovery Learning? 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References

  • 1990Practical Research: Planning and Design9,312 cited
  • 2003What video games have to teach us about learning and literacy6,165 cited
  • 2002Research Methods in Education5,114 cited
  • 2003Digital game-based learning3,290 cited
  • 2017Perceiving, Acting and Knowing2,065 cited
  • 2008Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation1,872 cited
  • 2013Learning cultural heritage by serious games774 cited
  • 2002Three worlds of CSCL: Can we support CSCL?496 cited
  • 2020‘The problem-centred expert interview’. Combining qualitative interviewing approaches for investigating implicit expert knowledge466 cited
  • 2018Digital storytelling and audience engagement in cultural heritage management: A collaborative model based on the Digital City of Thessaloniki124 cited
  • 2016Cultural Heritage and the Challenge of Sustainability120 cited
  • 2021Digital game-based learning of information literacy: Effects of gameplay modes on university students’ learning performance, motivation, self-efficacy and flow experiences91 cited
  • 2014Cultural Heritage Tourism in Malaysia: Issues and Challenges81 cited
  • 2017Multimodal Serious Games Technologies for Cultural Heritage69 cited

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2020
HieroQuest - A Serious Game for Learning Egyptian Hieroglyphs
41 cited
  • 2022An adaptable multi-learner serious game for learning cultural heritage38 cited
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    • 2024Gamifying cultural heritage: Exploring the potential of immersive virtual exhibitions121 cited