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Research on Educational Games in Learning in Indonesia: A Systematic Review of the Literatures
7 references·0 citing·31 second hop
Research on Educational Games in Learning in Indonesia: A Systematic Review of the Literatures (2024)Research on Educational Games in Learning…Integrating the United Nations sustainable development goals into higher education globally: a scoping review (2023)Integrating the United Nation…Applying Gamification Technique and Virtual Reality for Prehistoric Learning toward the Metaverse (2023)Applying Gamification Techniq…Teaching with digital games: How intentions to adopt digital game‐based learning are related to personal characteristics of pre‐service teachers (2022)Teaching with digital games: …Chemistry education board game based on cognitive mechanism: multi-dimensional evaluation of learners’ knowledge acquisition, flow and playing experience of board game materials (2022)Chemistry education board gam…Learner Attitude, Educational Background, and Gender Influence on Knowledge Gain in a Serious Games-Enhanced Programming Course (2021)Learner Attitude, Educational…Food safety and young consumers: Testing a serious game as a risk communication tool (2015)Food safety and young consume…United Nations supported Principles for Responsible Management Education: purpose, progress and prospects (2013)United Nations supported Prin…Corporate Social Responsibility Education in Europe (2004)Corporate Social Responsibility (2004)It's time to make management a true profession. (2008)Sustainability reporting in higher education: a comprehensive review of the recent literature and paths for further research (2014)Hidden curriculum in student organizations: Learning, practice, socialization and responsible management in a business school (2017)Education for sustainability in higher education institutions: A multi-perspective proposal with a focus on management education (2022)The consequences of modernity (1990)Research Design: Qualitative, Quantitative, and Mixed Methods Approaches (1994)Research Design: Qualitative, Quantitative, and Mixed Methods Approaches (2009)Classifying Serious Games (2011)An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games (2015)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)State-of-the-Art Review on Current Approaches to Female Inclusiveness in Software Engineering and Computer Science in Higher Education (2023)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Technological Pedagogical Content Knowledge: A Framework for Teacher Knowledge (2006)Technology Acceptance Model 3 and a Research Agenda on Interventions (2008)Do teachers believe that video games can improve learning? (2022)Effects of Digital Game-Based Learning on Students’ Cyber Wellness Literacy, Learning Motivations, and Engagement (2023)What do secondary teachers think about digital games for learning: Stupid fixation or the future of education? (2023)The origins of intelligence in children. (1952)Flow: The Psychology of Optimal Experience (1991)Gamification in Education and Business (2014)Does gamification increase engagement with online programs? A systematic review (2017)Signaling in virtual reality influences learning outcome and cognitive load (2021)Exploring the Mediating Role of Different Aspects of Learning Motivation between Metaverse Learning Experiences and Gamification (2024)Scoping studies: towards a methodological framework (2005)PRISMA Extension for Scoping Reviews (PRISMA-ScR): Checklist and Explanation (2018)The PRISMA 2020 statement: an updated guideline for reporting systematic reviews (2021)Service-Learning as an Approach to Educating for Sustainable Development (2023)Sustainable development in Portuguese higher education institutions from the faculty perspective (2023)Embedding sustainability in higher education institutions: A review of practices and challenges (2025)
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References

  • 2013United Nations supported Principles for Responsible Management Education: purpose, progress and prospects174 cited
  • 2023Integrating the United Nations sustainable development goals into higher education globally: a scoping review140 cited
  • 2022Teaching with digital games: How intentions to adopt digital game‐based learning are related to personal characteristics of pre‐service teachers55 cited
  • 2023Applying Gamification Technique and Virtual Reality for Prehistoric Learning toward the Metaverse48 cited
  • 2021Learner Attitude, Educational Background, and Gender Influence on Knowledge Gain in a Serious Games-Enhanced Programming Course31 cited
  • 2015Food safety and young consumers: Testing a serious game as a risk communication tool25 cited
  • 2022Chemistry education board game based on cognitive mechanism: multi-dimensional evaluation of learners’ knowledge acquisition, flow and playing experience of board game materials23 cited

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