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Digital Game-based Learning
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Digital Game-based Learning (2022)Digital Game-based LearningDigital game-based language learning for vocabulary development (2024)Digital game-based language l…A Technical and Conceptual Framework for Serious Role-Playing Games in the Area of Social Skill Training (2020)A Technical and Conceptual Fr…The interactivity of video and collaboration for learning achievement, intrinsic motivation, cognitive load, and behavior patterns in a digital game-based learning environment (2019)The interactivity of video an…Development of Serious Games for Teaching Information Security Courses (2019)Development of Serious Games …Current climate for digital game-based learning of science in further and higher education (2018)Current climate for digital g…Agent Supported Serious Game Environment (2016)Agent Supported Serious Game …An Overview of Accessibility and Usability of Educational Games (2013)An Overview of Accessibility …Game-Based Learning (2012)Game-Based LearningAn Overview of Accessibility and Usability of Educational Games (2012)An Overview of Accessibility …Educational Technologies for the Neomillennial Generation (2011)Educational Technologies for …Challenges in the evaluation of educational computer games (2010)Challenges in the evaluation …Balancing Play, Meaning and Reality: The Design Philosophy of LEVEE PATROLLER (2009)Balancing Play, Meaning and R…An Evaluation of a Mobile Game Concept for Lectures (2008)An Evaluation of a Mobile Gam…What video games have to teach us about learning and literacy (2003)What Video Games Have to Teach Us about Learning and Literacy (2004)Digital Game-Based Learning (2020)Educational theories and computer game design: lessons from an experiment in elementary mathematics education (2020)Experiential Learning : Experience as the Source of Learning and Development (1983)The reflective practitioner: How professionals think in action (1984)The Reflective Practitioner: How Professionals Think in Action (1985)Learning in Single-Versus Multiplayer Games: The More the Merrier? (2010)Gaming Methods in Engineering Systems Research (2017)Serious games: Quality characteristics evaluation framework and case study (2018)What makes things fun to learn? heuristics for designing instructional computer games (1980)Beyond Nintendo: design and assessment of educational video games for first and second grade students (2002)An Application of a Game Development Framework inHigher Education (2009)Comparing usability and engagement between a serious game and a traditional online program (2016)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Computer Self-Efficacy: Development of a Measure and Initial Test (1995)Games, Motivation, and Learning: A Research and Practice Model (2002)Serious Games: Games That Educate, Train, and Inform (2005)Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2008)An empirical study on gender, video game play, academic success and complex problem solving skills (2018)The effectiveness of adaptive versus non‐adaptive learning with digital educational games (2019)Influence of Game-Based Learning in Mathematics Education on Students’ Affective Domain: A Systematic Review (2021)Teaching for Quality Learning at University: What the Student Does (1999)Digital Natives, Digital Immigrants Part 2: Do They Really Think Differently? (2001)Cognitive Architecture and Instructional Design (1998)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Multimedia Learning (2002)Factors Affecting the Quality of E-Learning During the COVID-19 Pandemic from the Perspective of Higher Education Students (2020)Gamification to Enhance Motivation and Engagement in Blended eLearning for Technical and Vocational Education and Training (2020)Effectiveness of AI-assisted game-based learning on science learning outcomes, intrinsic motivation, cognitive load, and learning behavior (2024)Rules of Play: Game Design Fundamentals (2003)A Theory of Social Comparison Processes (1954)Focus on Formative Feedback (2008)Design of a virtual reality serious game for experiencing the colors of Dunhuang frescoes (2024)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Educational Research: Planning, Conducting, and Evaluating Quantitative and Qualitative Research (2001)Qualitative Inquiry and Research Design: Choosing Among Five Approaches (2015)Gamifying language education: the impact of digital game-based learning on Chinese EFL learners (2024)Vocabulary Instruction for English Learners: A Systematic Review Connecting Theories, Research, and Practices (2025)
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  • 2019The interactivity of video and collaboration for learning achievement, intrinsic motivation, cognitive load, and behavior patterns in a digital game-based learning environment224 cited
  • 2012Game-Based Learning105 cited
  • 2009Balancing Play, Meaning and Reality: The Design Philosophy of LEVEE PATROLLER78 cited
  • 2008An Evaluation of a Mobile Game Concept for Lectures67 cited
  • 2024Digital game-based language learning for vocabulary development64 cited
  • 2018Current climate for digital game-based learning of science in further and higher education46 cited
  • 2020A Technical and Conceptual Framework for Serious Role-Playing Games in the Area of Social Skill Training44 cited
  • 2010Challenges in the evaluation of educational computer games43 cited
  • 2019Development of Serious Games for Teaching Information Security Courses34 cited
  • 2016Agent Supported Serious Game Environment34 cited
  • 2012An Overview of Accessibility and Usability of Educational Games17 cited
  • 2013An Overview of Accessibility and Usability of Educational Games4 cited
  • 2011Educational Technologies for the Neomillennial Generation1 cited

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