SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Serious Games Accessibility Design Model for Low-Vision Children
16 references·0 citing·49 second hop
Serious Games Accessibility Design Model for Low-Vision Children (2023)Serious Games Accessibility Design Model …Accessibility Evaluation of Video Games for Users with Cognitive Disabilities (2020)Accessibility Evaluation of V…A serious game to improve engagement with web accessibility guidelines (2020)A serious game to improve eng…Future design of accessibility in games: A design vocabulary (2019)Future design of accessibilit…Digital Game-based Learning and Serious Games in Education (2018)Digital Game-based Learning a…Accessibility in video games: a systematic review (2018)Accessibility in video games:…Gameplay Engagement and Learning in Game-Based Learning (2015)Gameplay Engagement and Learn…Advances in Game Accessibility from 2005 to 2010 (2011)Advances in Game Accessibilit…On Accessibility of Concept, Principle and Model of Educational Web Sites Design (2009)On Accessibility of Concept, …Digital game-based learning (DGBL) model and development methodology for teaching history (2009)Digital game-based learning (…A Conceptual Framework for Serious Games (2009)A Conceptual Framework for Se…Interaction Design and Children (2008)Interaction Design and Childr…A web design framework for improved accessibility for people with disabilities (WDFAD) (2008)A web design framework for im…Making the mainstream accessible (2006)Making the mainstream accessi…Game object model version II: a theoretical framework for educational game development (2006)Game object model version II:…Digital game-based learning: Towards an experiential gaming model (2005)Digital game-based learning: …Games, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1956)Thought and language (1962)Experiential Learning : Experience as the Source of Learning and Development (1983)Serious Games : An Overview (2007)EGameFlow: A scale to measure learners’ enjoyment of e-learning games (2008)Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies (2012)Mind in Society: The Development of Higher Psychological Processes (1978)Flow: the psychology of optimal experience (1990)Bowling Alone: America's Declining Social Capital (1995)Designing and integrating purposeful learning in game play: a systematic review (2015)Essential features of serious games design in higher education: Linking learning attributes to game mechanics (2016)Designing Engaging Games for Education: A Systematic Literature Review on Game Motivators and Design Principles (2020)What Video Games Have to Teach Us about Learning and Literacy (2004)The Six Facets of Serious Game Design: A Methodology Enhanced by Our Design Pattern Library (2012)Digital game-based learning in accounting and business education (2016)Developing Theory-Driven, Evidence-Based Serious Games for Health: Framework Based on Research Community Insights (2019)Digital Game-Based Learning (2020)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)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Teacher perceptions of the value of game-based learning in secondary education (2017)Student-centred digital game–based learning: a conceptual framework and survey of the state of the art (2019)Escape education: A systematic review on escape rooms in education (2020)The Effectiveness of Instructional Games: A Literature Review and Discussion (2005)Learning in immersive worlds: A review of game-based learning (2006)Playing for Real (2008)Investigating elementary school students' technology acceptance by applying digital game-based learning to environmental education (2013)Utility of Parental Mediation Model on Youth’s Problematic Online Gaming (2015)Gamification Elements for Learning Applications (2016)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement (2009)Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement (2009)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA Statement. (2009)Web-Based Serious Games and Accessibility: A Systematic Literature Review (2020)Accessibility Guidelines for VR Games - A Comparison and Synthesis of a Comprehensive Set (2021)Accessibility of games and game-based applications: A systematic literature review and mapping of future directions (2023)Rules of Play: Game Design Fundamentals (2003)Reliability in Content Analysis. (2004)The Art of Game Design (2008)Explaining Accessibility: Possible Variables in Users’ Abilities, Tasks, and Contexts in IT Artefact Use (2023)Development and User Satisfaction of “Plan-It Commander,” a Serious Game for Children with ADHD (2015)Child as Protagonist (2017)Are educational preschool apps designed to teach? An analysis of the app market (2018)Teachers’ experiences of using game-based learning methods in project management higher education (2022)Gamification and Game Based Learning for Vocational Education and Training: A Systematic Literature Review (2023)Game-based learning in early childhood education: a systematic review and meta-analysis (2024)
this work references cited by second hop

References

  • 2002Games, Motivation, and Learning: A Research and Practice Model3,211 cited
  • 2005Digital game-based learning: Towards an experiential gaming model1,456 cited
  • 2015Gameplay Engagement and Learning in Game-Based Learning547 cited
  • 2006Game object model version II: a theoretical framework for educational game development307 cited
  • 2018Digital Game-based Learning and Serious Games in Education297 cited
  • 2008Interaction Design and Children282 cited
  • 2009A Conceptual Framework for Serious Games217 cited
  • 2009Digital game-based learning (DGBL) model and development methodology for teaching history143 cited
  • 2018Accessibility in video games: a systematic review96 cited
  • 2019Future design of accessibility in games: A design vocabulary67 cited
  • 2006Making the mainstream accessible65 cited
  • 2011Advances in Game Accessibility from 2005 to 201042 cited
  • 2020A serious game to improve engagement with web accessibility guidelines40 cited
  • 2008A web design framework for improved accessibility for people with disabilities (WDFAD)28 cited
  • 2009On Accessibility of Concept, Principle and Model of Educational Web Sites Design13 cited

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

  • 2020Accessibility Evaluation of Video Games for Users with Cognitive Disabilities10 cited
  • Cited by

    No citing works inside the corpus for this window.