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A New Measure for Serious Games Evaluation: Gaming Educational Balanced (GEB) Model
16 references·0 citing·46 second hop
A New Measure for Serious Games Evaluation: Gaming Educational Balanced (GEB) Model (2022)A New Measure for Serious Games Evaluatio…Making Learning Fun : A Taxonomy of Intrinsic Motivations for Learning (2021)Making Learning Fun : A Taxon…A review of immersive virtual reality serious games to enhance learning and training (2019)A review of immersive virtual…Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Challenging games help studen…A concept map-embedded educational computer game for improving students' learning performance in natural science courses (2013)A concept map-embedded educat…An online game approach for improving students’ learning performance in web-based problem-solving activities (2012)An online game approach for i…A systematic literature review of empirical evidence on computer games and serious games (2012)A systematic literature revie…Serious gaming technology in major incident triage training: A pragmatic controlled trial (2010)Serious gaming technology in …The Design, Play, and Experience Framework (2009)The Design, Play, and Experie…Investigating the impact of video games on high school students’ engagement and learning about genetics (2009)Investigating the impact of v…Serious Video Games for Health: How Behavioral Science Guided the Development of a Serious Video Game (2008)Serious Video Games for Healt…A case study of computer gaming for math: Engaged learning from gameplay? 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References

  • 2012A systematic literature review of empirical evidence on computer games and serious games2,890 cited
  • 2015Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning1,710 cited
  • 2005On the Nature of Reactance and its Role in Persuasive Health Communication1,565 cited
  • 2007Good Video Games and Good Learning1,059 cited
  • 2021Making Learning Fun : A Taxonomy of Intrinsic Motivations for Learning907 cited
  • 1987Strategies for stimulating the motivation to learn762 cited
  • 1980What makes things fun to learn? heuristics for designing instructional computer games758 cited
  • 2019A review of immersive virtual reality serious games to enhance learning and training695 cited
  • 2009Investigating the impact of video games on high school students’ engagement and learning about genetics646 cited
  • 2013A concept map-embedded educational computer game for improving students' learning performance in natural science courses630 cited
  • 2008A case study of computer gaming for math: Engaged learning from gameplay?486 cited
  • 2005Combining Software Games with Education: Evaluation of its Educational Effectiveness422 cited
  • 2008Serious Video Games for Health: How Behavioral Science Guided the Development of a Serious Video Game366 cited
  • 2012An online game approach for improving students’ learning performance in web-based problem-solving activities

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339 cited
  • 2009The Design, Play, and Experience Framework320 cited
  • 2010Serious gaming technology in major incident triage training: A pragmatic controlled trial256 cited
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