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Game Learning Analytics: Learning Analytics for Serious Games
16 references·0 citing·42 second hop
Game Learning Analytics: Learning Analytics for Serious Games (2023)Game Learning Analytics: Learning Analyti…The benefits of playing video games. (2013)The benefits of playing video…Game Analytics : Maximizing the Value of Player Data (2013)Game Analytics : Maximizing t…Assessment in and of Serious Games: An Overview (2013)Assessment in and of Serious …A systematic literature review of empirical evidence on computer games and serious games (2012)A systematic literature revie…Serious games and learning effectiveness: The case of It’s a Deal! (2011)Serious games and learning ef…Origins of Serious Games (2011)Origins of Serious GamesComputer Games and Instruction. (2011)Computer Games and Instructio…Serious games : mechanisms and effects (2009)Serious games : mechanisms an…Games for science and engineering education (2007)Games for science and enginee…Assessment as learning? How the use of explicit learning objectives, assessment criteria and feedback in post‐secondary education and training can come to dominate learning. 1 (2007)Assessment as learning? How t…Successful implementation of user-centered game based learning in higher education: An example from civil engineering (2006)Successful implementation of …Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. (2006)Digital Game-Based Learning: …Serious Games: Games That Educate, Train, and Inform (2005)Serious Games: Games That Edu…A Theory of Fun for Game Design (2004)A Theory of Fun for Game Desi…Simulations and the future of learning : an innovative (and perhaps revolutionary) approach to e-learning (2003)Simulations and the future of…Toward a Theory of Intrinsically Motivating Instruction* (1981)Toward a Theory of Intrinsica…What Video Games Have to Teach Us about Learning and Literacy (2004)Serious Games : An Overview (2007)The ECAR Study of Undergraduate Students and Information Technology, 2007 (2007)Information technology and Gen Z: The role of teachers, the internet, and technology in the education of young people (2021)Science and Human Behavior (1953)Human Problem Solving (1972)Beyond boredom and anxiety (1975)Motivational and self-regulated learning components of classroom academic performance. (1990)The psychology of curiosity: A review and reinterpretation. (1994)Focus on Formative Feedback (2008)Flow: the psychology of optimal experience (1990)Serious Games for education and training (2014)Assessing the effectiveness of digital game-based learning: Best practices (2015)The Role of Serious Games, Gamification and Industry 4.0 Tools in the Education 4.0 Paradigm (2019)Mind in Society: The Development of Higher Psychological Processes (1978)Social Learning Theory. (1978)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)A Large-Scale Test of the Goldilocks Hypothesis (2017)Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. (2017)Problematic online gaming and the COVID-19 pandemic (2020)Conditions of Learning (1965)Human Characteristics and School Learning (1979)Using game theory and Competition-based Learning to stimulate student motivation and performance (2010)A concept map-embedded educational computer game for improving students' learning performance in natural science courses (2013)Play, Dreams And Imitation In Childhood (2013)The wear out effect of a game-based student response system (2014)Games, Motivation, and Learning: A Research and Practice Model (2002)Why do people play on-line games? An extended TAM with social influences and flow experience (2003)Enjoyment: At the Heart of Media Entertainment (2004)Gamifying learning experiences: Practical implications and outcomes (2013)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Handbook of Self-Regulation of Learning and Performance (2017)A meta-analytic review of the role of instructional support in game-based learning (2012)The research and evaluation of serious games: Toward a comprehensive methodology (2013)Computer Games in Education (2018)Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)"Alone together?" (2006)Beyond Play (2007)Developing a Theory of Gamified Learning (2014)A systematic review of gamification in e-Health (2017)An Overview of Serious Games (2014)Mapping learning and game mechanics for serious games analysis (2014)
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References

  • 2012A systematic literature review of empirical evidence on computer games and serious games2,890 cited
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  • 1981Toward a Theory of Intrinsically Motivating Instruction*2,197 cited
  • 2005Serious Games: Games That Educate, Train, and Inform2,069 cited
  • 2006Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless.1,172 cited
  • 2004A Theory of Fun for Game Design1,110 cited
  • 2009Serious games : mechanisms and effects837 cited
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  • 2013Assessment in and of Serious Games: An Overview595 cited
  • 2011Computer Games and Instruction.491 cited
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  • 2007Assessment as learning? How the use of explicit learning objectives, assessment criteria and feedback in post‐secondary education and training can come to dominate learning. 1420 cited
  • 2011Serious games and learning effectiveness: The case of It’s a Deal!305 cited
  • 2007Games for science and engineering education302 cited
  • 2013Game Analytics : Maximizing the Value of Player Data

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259 cited
  • 2003Simulations and the future of learning : an innovative (and perhaps revolutionary) approach to e-learning253 cited
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