SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
A Model-driven Framework for Educational Game Design
16 references·0 citing·36 second hop
A Model-driven Framework for Educational Game Design (2016)A Model-driven Framework for Educational …Archetypes and the collective unconscious (2018)Archetypes and the collective…An activity theory-based model for serious games analysis and conceptual design (2015)An activity theory-based mode…Mapping learning and game mechanics for serious games analysis (2014)Mapping learning and game mec…The Design, Play, and Experience Framework (2009)The Design, Play, and Experie…Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)Fundamental Components of the…Rules of Play: Game Design Fundamentals (2003)Rules of Play: Game Design Fu…Games, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…The use of computer games as an educational tool: identification of appropriate game types and game elements (1999)The use of computer games as …Talented Teenagers - The Roots of Success and Failure (1994)Talented Teenagers - The Root…Real World Research: A Resource for Social Scientists and Practitioner-Researchers (1993)Real World Research: A Resour…Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…A new self-report scale of intrinsic versus extrinsic orientation in the classroom: Motivational and informational components. (1981)A new self-report scale of in…What makes things fun to learn? heuristics for designing instructional computer games (1980)What makes things fun to lear…Part I: Cognitive development in children: Piaget development and learning (1964)Part I: Cognitive development…A theory of human motivation. (1943)A theory of human motivation.On the Division of Labor in Society (1935)On the Division of Labor in S…A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives (2001)GameFlow (2005)A systematic literature review of empirical evidence on computer games and serious games (2012)The maturing of gamification research (2017)A Meta-Analysis of Use of Serious Games in Education over a Decade (2019)The Theory of the Estimation of Test Reliability (1937)Motivation reconsidered: The concept of competence. (1963)The Perceived Competence Scale for Children (1982)The support of autonomy and the control of behavior. (1987)Toward A Hierarchical Model of Intrinsic and Extrinsic Motivation (1997)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)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)Modern Man in Search of a Soul (1935)Accounting: Filling the negative space (1992)Factor Structure and Short Form of the Miville-Guzman Universality-Diversity Scale (2000)Narrative-transportation storylines in luxury brand advertising: Motivating consumer engagement (2015)The game, the player, the world: looking for a heart of gameness (2003)Serious games and the gamification of tourism (2016)Good practice in the conduct and reporting of survey research (2003)The qualitative content analysis process (2008)Qualitative Content Analysis (2014)Alternative frameworks, conceptual conflict and accommodation: Toward a principled teaching strategy (1982)Toward a modeling theory of physics instruction (1987)Fostering the 21st Century Skills through Scientific Literacy and Science Process Skills (2012)Growth, innovation, scaling, and the pace of life in cities (2007)8 Social Hierarchy: The Self‐Reinforcing Nature of Power and Status (2008)Big other: Surveillance Capitalism and the Prospects of an Information Civilization (2015)A three-component conceptualization of organizational commitment (1991)Why we buy what we buy: A theory of consumption values (1991)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Event tourism: Definition, evolution, and research (2007)Measuring and defining the experience of immersion in games (2008)
this work references cited by second hop

References

  • 1943A theory of human motivation.21,512 cited
  • 1991Flow: The Psychology of Optimal Experience9,395 cited
  • 1993Real World Research: A Resource for Social Scientists and Practitioner-Researchers6,223 cited
  • 2003Rules of Play: Game Design Fundamentals5,481 cited
  • 1935On the Division of Labor in Society3,216 cited
  • 2002Games, Motivation, and Learning: A Research and Practice Model3,211 cited
  • 1964Part I: Cognitive development in children: Piaget development and learning1,663 cited
  • 1981A new self-report scale of intrinsic versus extrinsic orientation in the classroom: Motivational and informational components.1,349 cited
  • 2014Mapping learning and game mechanics for serious games analysis855 cited
  • 2018Archetypes and the collective unconscious821 cited
  • 2005Fundamental Components of the Gameplay Experience: Analysing Immersion810 cited
  • 1980What makes things fun to learn? heuristics for designing instructional computer games758 cited
  • 1994Talented Teenagers - The Roots of Success and Failure635 cited
  • 1999The use of computer games as an educational tool: identification of appropriate game types and game elements452 cited
  • 2015An activity theory-based model for serious games analysis and conceptual design

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

387 cited
  • 2009The Design, Play, and Experience Framework320 cited
  • Cited by

    No citing works inside the corpus for this window.