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How to Create Serious Games? Proposal for a Participatory Methodology
16 references·1 citing·52 second hop
How to Create Serious Games? Proposal for a Participatory Methodology (2023)How to Create Serious Games? Proposal for…Gamification Applications in E-learning: A Literature Review (2021)Gamification Applications in …Why Story Matters: A Review of Narrative in Serious Games (2019)Why Story Matters: A Review o…Practical Methodology for the Design of Educational Serious Games (2019)Practical Methodology for the…Co-design: from expert- to user-driven ideas in public service design (2019)Co-design: from expert- to us…Systematizing game learning analytics for serious games (2017)Systematizing game learning a…Success factors for serious games to enhance learning: a systematic review (2016)Success factors for serious g…Serious games on environmental management (2016)Serious games on environmenta…Essential features of serious games design in higher education: Linking learning attributes to game mechanics (2016)Essential features of serious…Serious games and the development of an entrepreneurial mindset in higher education engineering students (2014)Serious games and the develop…Mapping learning and game mechanics for serious games analysis (2014)Mapping learning and game mec…State of the art of serious games for business and industry (2011)State of the art of serious g…Validation of Serious Games Attributes Using the Technology Acceptance Model (2010)Validation of Serious Games A…Tools and Methods for Efficiently Designing Serious Games (2010)Tools and Methods for Efficie…EMERGO: A methodology and toolkit for developing serious games in higher education (2007)EMERGO: A methodology and too…Serious Games: Games That Educate, Train, and Inform (2005)Serious Games: Games That Edu…Digital game-based learning: Towards an experiential gaming model (2005)Digital game-based learning: …Playing to learn: developing self-directed learning skills through serious games (2024)Playing to learn: developing …Taxonomy of Educational Objectives: The Classification of Educational Goals, Handbook I: Cognitive Domain (1956)Principles of Instructional Design (1974)A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives (2001)An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games (2015)The maturing of gamification research (2017)A Meta-Analysis of Use of Serious Games in Education over a Decade (2019)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)Situated Cognition and the Culture of Learning (1989)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Scripted collaboration in serious gaming for complex learning: Effects of multiple perspectives when acquiring water management skills (2010)A narrative literature review of games, animations and simulations to teach research methods and statistics (2014)Benefits, barriers and guideline recommendations for the implementation of serious games in education for stakeholders and policymakers (2014)Flow: The Psychology of Optimal Experience (1991)Situated Learning (1991)What video games have to teach us about learning and literacy (2003)The effect of games and simulations on higher education: a systematic literature review (2017)Towards a motivational design? Connecting gamification user types and online learning activities (2020)Mind in Society: The Development of Higher Psychological Processes (1978)Flow: the psychology of optimal experience (1990)Interrater reliability: the kappa statistic (2012)Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)The Use of Virtual and Augmented Reality by Older Adults: Potentials and Challenges (2021)Escaping the cell: virtual reality escape rooms in biology education (2022)Dilemmas in a general theory of planning (1973)Motivation and Personality (1997)Designing gamified apps for sustainable consumption: A field study (2018)A Review and Evaluation of Circular Business Model Innovation Tools (2019)A bibliometric review of research on simulations and serious games used in educating for sustainability, 1997–2019 (2020)The Narrative Construction of Reality (1991)The role of transportation in the persuasiveness of public narratives. (2000)A review of serious games for urban water management decisions: current gaps and future research directions (2022)Game-based learning and students’ motivation in project management education (2022)Serious games for environmental education (2023)Case Study Research: Design and Methods (1984)Service-dominant logic: continuing the evolution (2007)Case study research: design and methods (2011)Following the yellow brick road? (Dis)enchantment with co-design, co-production and value co-creation in public services (2019)Beyond co‐production: Value creation and public services (2021)Value Creation in the Public Service Ecosystem: An Integrative Framework (2022)Active learning increases student performance in science, engineering, and mathematics (2014)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)A student-centered approach using modern technologies in distance learning: a systematic review of the literature (2023)Gamification and Game Based Learning for Vocational Education and Training: A Systematic Literature Review (2023)Gamification of e-learning in higher education: a systematic literature review (2023)Developing a Theory of Gamified Learning (2014)A systematic review of gamification in e-Health (2017)
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References

  • 2005Serious Games: Games That Educate, Train, and Inform2,069 cited
  • 2005Digital game-based learning: Towards an experiential gaming model1,636 cited
  • 2014Mapping learning and game mechanics for serious games analysis988 cited
  • 2021Gamification Applications in E-learning: A Literature Review647 cited
  • 2019Co-design: from expert- to user-driven ideas in public service design366 cited
  • 2016Essential features of serious games design in higher education: Linking learning attributes to game mechanics272 cited
  • 2016Success factors for serious games to enhance learning: a systematic review231 cited
  • 2019Why Story Matters: A Review of Narrative in Serious Games210 cited
  • 2016Serious games on environmental management208 cited
  • 2007EMERGO: A methodology and toolkit for developing serious games in higher education159 cited
  • 2014Serious games and the development of an entrepreneurial mindset in higher education engineering students111 cited
  • 2019Practical Methodology for the Design of Educational Serious Games99 cited
  • 2010Tools and Methods for Efficiently Designing Serious Games94 cited
  • 2010Validation of Serious Games Attributes Using the Technology Acceptance Model91 cited
  • 2017

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Systematizing game learning analytics for serious games
75 cited
  • 2011State of the art of serious games for business and industry57 cited
  • Cited by

    • 2024Playing to learn: developing self-directed learning skills through serious games23 cited