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A Brief Methodology for Researching and Evaluating Serious Games and Game-Based Learning
16 references·0 citing·35 second hop
A Brief Methodology for Researching and Evaluating Serious Games and Game-Based Learning (2013)A Brief Methodology for Researching and E…A systematic literature review of empirical evidence on computer games and serious games (2012)A systematic literature revie…Framing Theory (2007)Framing TheoryResearch design: qualitative, quantitative, and mixed methods approaches (2003)Research design: qualitative,…Games, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…Framing Processes and Social Movements: An Overview and Assessment (2000)Framing Processes and Social …Psychological Safety and Learning Behavior in Work Teams (1999)Psychological Safety and Lear…Bounded Rationality and Organizational Learning (1999)Bounded Rationality and Organ…Games Real Actors Play: Actor-centered Institutionalism In Policy Research (1997)Games Real Actors Play: Actor…The fifth discipline fieldbook: Strategies and tools for building a learning organization (1995)The fifth discipline fieldboo…Research Design: Qualitative, Quantitative, and Mixed Methods Approaches (1994)Research Design: Qualitative,…The fifth discipline, the art and practice of the learning organization (1991)The fifth discipline, the art…Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Bounded Rationality and Organizational Learning (1991)Bounded Rationality and Organ…Fourth-Generation Evaluation (1988)Fourth-Generation EvaluationFrame Analysis: An Essay on the Organization of Experience. (1975)Frame Analysis: An Essay on t…Philosophical Investigations. (1954)Philosophical Investigations.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 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)The Presentation of Self in Everyday Life. (1956)The Interpretation of Cultures (1974)The Framing of Decisions and the Psychology of Choice (1981)The Handbook of Journalism Studies (2009)THE LOGIC OF CONNECTIVE ACTION (2012)The Logic of Connective Action (2013)Self-efficacy mechanism in human agency. (1982)An Integrative Model Of Organizational Trust (1995)Task versus relationship conflict, team performance, and team member satisfaction: A meta-analysis. (2003)The Strength of Weak Ties You Can Trust: The Mediating Role of Trust in Effective Knowledge Transfer (2004)What's the difference? diversity constructs as separation, variety, or disparity in organizations (2007)Using Mixed-Methods Sequential Explanatory Design: From Theory to Practice (2005)Case study research: design and methods (2011)Exploring the credibility of online celebrities' Instagram profiles in influencing the purchase decisions of young female users (2016)What Is Agency? (1998)Framing, Agenda Setting, and Priming: The Evolution of Three Media Effects Models (2006)Beyond Markets and States: Polycentric Governance of Complex Economic Systems (2010)Integrating quantitative and qualitative research: how is it done? (2006)Achieving Effective Remote Working During the COVID‐19 Pandemic: A Work Design Perspective (2020)The myopia of learning (1993)Role congruity theory of prejudice toward female leaders. (2002)Formative assessment and the design of instructional systems (1989)On a confusion about a function of consciousness (1995)Chapter 3 : Identity as an Analytic Lens for Research in Education (2000)GameFlow (2005)Event tourism: Definition, evolution, and research (2007)Measuring and defining the experience of immersion in games (2008)Mixed Methods Research: A Research Paradigm Whose Time Has Come (2004)Qualitative Quality: Eight “Big-Tent” Criteria for Excellent Qualitative Research (2010)Thematic Analysis (2017)
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References

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  • 2002Games, Motivation, and Learning: A Research and Practice Model3,211 cited
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  • 2012A systematic literature review of empirical evidence on computer games and serious games2,890 cited
  • 1997Games Real Actors Play: Actor-centered Institutionalism In Policy Research2,555 cited
  • 1995The fifth discipline fieldbook: Strategies and tools for building a learning organization2,109 cited

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  • 1999Bounded Rationality and Organizational Learning2,021 cited
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