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Comparison Between Serious Games and Learning Version of Existing Games
11 references·1 citing·49 second hop
Comparison Between Serious Games and Learning Version of Existing Games (2015)Comparison Between Serious Games and Lear…Digital Game-Based Learning (2020)Digital Game-Based LearningStudents Perceptions of Using Educational Games to Learn Introductory Programming (2010)Students Perceptions of Using…Experimental Feedback on Prog&Play: A Serious Game for Programming Practice (2010)Experimental Feedback on Prog…Empirically building and evaluating a probabilistic model of user affect (2009)Empirically building and eval…EGameFlow: A scale to measure learners’ enjoyment of e-learning games (2008)EGameFlow: A scale to measure…Serious Games in language learning and teaching – a theoretical perspective (2007)Serious Games in language lea…A framework and a methodology for developing authentic constructivist e- Learning environments (2006)A framework and a methodology…Evolution in the Classroom: What teachers need to know about the video game generation (2005)Evolution in the Classroom: W…Digital game-based learning (2003)Digital game-based learningA Methodology for Developing Adaptive Educational-Game Environments (2002)A Methodology for Developing …Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Perceived Usefulness, Perceiv…Factors Influencing the Subjective Learning Effectiveness of Serious Games (2019)Factors Influencing the Subje…Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Self-efficacy mechanism in human agency. (1982)User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies (2000)User Acceptance of Information Technology: Toward A Unified View1 (2003)A new criterion for assessing discriminant validity in variance-based structural equation modeling (2014)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Scale Development : Theory and Applications (1991)The role of psychology in understanding the impact of computer games (2011)Assessment in and of Serious Games: An Overview (2013)Gameful Experience in Gamification: Construction and Validation of a Gameful Experience Scale [GAMEX] (2018)The unschooled mind: how children think and how schools should teach (1992)What video games have to teach us about learning and literacy (2003)What Video Games Have to Teach Us about Learning and Literacy (2004)A framework for understanding (2009)Design of Experiments (1936)The Cognitive Structure of Emotions (1988)Four ways five factors are basic (1992)Detecting user engagement with a robot companion using task and social interaction-based features (2009)Multimodal semi-automated affect detection from conversational cues, gross body language, and facial features (2010)What Does Touch Tell Us about Emotions in Touchscreen-Based Gameplay? (2012)Games, Motivation, and Learning: A Research and Practice Model (2002)Gamification of Learning in Accounting Education (2014)Role of gamification in classroom teaching: Pre-service teachers’ view (2020)A systematic literature review of game-based learning in Artificial Intelligence education (2022)Motivation in Education: Theory, Research, and Applications (1995)Self-Efficacy: The Exercise of Control (1999)Design Experiments in Educational Research (2003)Designing Educational Games for Computer Programming: A Holistic Framework. (2014)Serious games: Quality characteristics evaluation framework and case study (2018)Evaluating a gamification proposal for learning usability heuristics: Heureka (2022)Mind in Society: The Development of Higher Psychological Processes (1978)Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. (1994)e‐Learning as a tool to improve quality and productivity in hotels (2010)Authentic Learning: Enhancing Learners’ Academic Literacy Skills (2018)The Influence of Blended Learning Environment on Self-Regulated and Self-Directed Learning Skills of Learners (2018)Experiential Learning : Experience as the Source of Learning and Development (1983)Gender Trouble: Feminism and the Subversion of Identity (1991)Communities of practice learning, meaning, and identity (1999)The Impact of Online Games on Learning English Vocabulary by Iranian (Low-intermediate) EFL Learners (2014)Serious Games in Preschool and Primary Education: Benefits And Impacts on Curriculum Course Syllabus (2017)Implementation of Game-transformed Inquiry-based Learning to Promote the Understanding of and Motivation to Learn Chemistry (2018)The Theory and Practice of Online Learning (2008)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Handbook of Self-Regulation of Learning and Performance (2017)Digital Natives, Digital Immigrants Part 1 (2001)Foundations of Game-Based Learning (2015)
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References

  • 1989Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology68,271 cited
  • 2003Digital game-based learning3,104 cited
  • 2020Digital Game-Based Learning2,893 cited
  • 2008EGameFlow: A scale to measure learners’ enjoyment of e-learning games767 cited
  • 2009Empirically building and evaluating a probabilistic model of user affect328 cited
  • 2007Serious Games in language learning and teaching – a theoretical perspective149 cited
  • 2010Students Perceptions of Using Educational Games to Learn Introductory Programming131 cited
  • 2010Experimental Feedback on Prog&Play: A Serious Game for Programming Practice60 cited
  • 2006A framework and a methodology for developing authentic constructivist e- Learning environments54 cited
  • 2005Evolution in the Classroom: What teachers need to know about the video game generation49 cited
  • 2002A Methodology for Developing Adaptive Educational-Game Environments48 cited

Cited by

  • 2019Factors Influencing the Subjective Learning Effectiveness of Serious Games31 cited

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