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Revolutionizing learning − A journey into educational games with immersive and AI technologies
5 references·1 citing·25 second hop
Revolutionizing learning − A journey into educational games with immersive and AI technologies (2024)Revolutionizing learning − A journey into…Envisioning gamification in anesthesia, pain management, and critical care: basic principles, integration of artificial intelligence, and simulation strategies (2023)Envisioning gamification in a…Serious games in science education: a systematic literature (2022)Serious games in science educ…AI-Infused Collaborative Inquiry in Upper Elementary School: A Game-Based Learning Approach (2021)AI-Infused Collaborative Inqu…Why Story Matters: A Review of Narrative in Serious Games (2019)Why Story Matters: A Review o…A review of immersive virtual reality serious games to enhance learning and training (2019)A review of immersive virtual…Generative AI and Creative Industries: A Systematic Review on Emerging Trends and Future Research Directions (2026)Generative AI and Creative In…Mind in Society: The Development of Higher Psychological Processes (1978)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)Digital game-based learning: Towards an experiential gaming model (2005)A systematic literature review of empirical evidence on computer games and serious games (2012)Could virtual reality applications pose real risks to children and adolescents? A systematic review of ethical issues and concerns (2021)Escaping the cell: virtual reality escape rooms in biology education (2022)Innovative pedagogical principles and technological tools capabilities for immersive blended learning: a systematic literature review (2022)What video games have to teach us about learning and literacy (2003)Problem-Based Learning: What and How Do Students Learn? (2004)What Video Games Have to Teach Us about Learning and Literacy (2004)Is a Sunny Day Bright and Cheerful or Hot and Uncomfortable? Young Children's Exploration of ChatGPT (2024)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Gamification and Soft Skills Assessment in the Development of a Serious Game: Design and Feasibility Pilot Study (2023)Effects of Gamification on Motivations of Elementary School Students: An Action Research Field Experiment (2024)Impact of Artificial Intelligence on the Global Economy and Technology Advancements (2024)From game design elements to gamefulness (2011)Reality is broken: why games make us better and how they can change the world (2012)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)Gradual Internationalization vs Born-Global/International new venture models (2019)Financial literacy: A systematic review and bibliometric analysis (2020)How to conduct a bibliometric analysis: An overview and guidelines (2021)
this work references cited by second hop

References

  • 2019A review of immersive virtual reality serious games to enhance learning and training695 cited
  • 2019Why Story Matters: A Review of Narrative in Serious Games210 cited
  • 2022Serious games in science education: a systematic literature124 cited
  • 2023Envisioning gamification in anesthesia, pain management, and critical care: basic principles, integration of artificial intelligence, and simulation strategies99 cited
  • 2021AI-Infused Collaborative Inquiry in Upper Elementary School: A Game-Based Learning Approach69 cited

Cited by

  • 2026Generative AI and Creative Industries: A Systematic Review on Emerging Trends and Future Research Directions3 cited

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