Citations (37)
Keep up to date with the latest research on this topic with citation updates for this article.
Articles from other publishers (37)
Kriti Dhingra, Anchal Garg, Divakar Yadav & Jayanti Pujari. (2021) Impediments to effective utilization of assistive technology for learning disabled. Technology and Disability 33:4, pages 283-296.
Crossref
Crossref
Karen Orr & Carol McGuinness. 2018. Gamification in Education. Gamification in Education
611
634
.
Rosalie C. Leal, Kelvin Kris Gonzales & Allan R. Leal. (2018) Learning logic through computer-based games. Learning logic through computer-based games.
Fengfeng Ke, Kui Xie & Ying Xie. (2016) Game-based learning engagement: A theory- and data-driven exploration. British Journal of Educational Technology 47:6, pages 1183-1201.
Crossref
Crossref
Debra A. Lieberman. 2015. The Handbook of the Psychology of Communication Technology. The Handbook of the Psychology of Communication Technology
507
527
.
Karen Orr & Carol McGuinness. 2014. Psychology, Pedagogy, and Assessment in Serious Games. Psychology, Pedagogy, and Assessment in Serious Games
221
242
.
Rudy McDaniel & Robert Kenny. (2013) Evaluating the Relationship between Cognitive Style and Pre-Service Teachers’ Preconceived Notions about Adopting Console Video Games for Use in Future Classrooms. International Journal of Game-Based Learning 3:2, pages 55-76.
Crossref
Crossref
Maria Mavrommati, Despina Makridou Bousiou & Pierre Corbeil. (2013) Learning to “do history” through gameplay. The Computer Games Journal 2:1, pages 68-84.
Crossref
Crossref
Darren Eymundson & Michael Janzen. 2013. Serious Games Development and Applications. Serious Games Development and Applications
206
211
.
Francesco Bellotti, Riccardo Berta, Alessandro De Gloria, Annamaria D'ursi & Valentina Fiore. (2013) A serious game model for cultural heritage. Journal on Computing and Cultural Heritage 5:4, pages 1-27.
Crossref
Crossref
Han Teng WengMing Chuen ChuangShih Chung ChangDing Ming WangChing-I Su. (2012) The perception of physical therapists in Taiwan toward the use of somatosensory games in rehabilitation. Journal of Medical Marketing: Device, Diagnostic and Pharmaceutical Marketing 12:3, pages 165-176.
Crossref
Crossref
Chien Yu, Jeng-Yang Wu & Aliesha Johnson. 2012. Handbook of Research on Serious Games as Educational, Business and Research Tools. Handbook of Research on Serious Games as Educational, Business and Research Tools
559
577
.
Valerie J. Shute & Fengfeng Ke. 2012. Assessment in Game-Based Learning. Assessment in Game-Based Learning
43
58
.
Eugenia M. W. Ng. 2011. Handbook of Research on Improving Learning and Motivation through Educational Games. Handbook of Research on Improving Learning and Motivation through Educational Games
550
566
.
Namsoo Shin, Cathleen Norris & Elliot Soloway. 2011. Handbook of Research on Improving Learning and Motivation through Educational Games. Handbook of Research on Improving Learning and Motivation through Educational Games
467
481
.
Fengfeng Ke. 2011. Gaming and Simulations. Gaming and Simulations
1619
1665
.
Brett A. Bixler & Susan M. Land. (2010) Supporting College Students' Ill-Structured Problem Solving in a Web-Based Learning Environment. Journal of Educational Technology Systems 39:1, pages 3-15.
Crossref
Crossref
Lisa B. Ncube. (2009) A Simulation of Lean Manufacturing: The Lean Lemonade Tycoon 2. Simulation & Gaming 41:4, pages 568-586.
Crossref
Crossref
Clara Hui Chung Yan & Frankie Tam. (2010) Learning Chinese History through Digital Game. Learning Chinese History through Digital Game.
Francesco Bellotti, Riccardo Berta, Alessandro De Gloria & Ludovica Primavera. (2010) Supporting authors in the development of task-based learning in serious virtual worlds. British Journal of Educational Technology 41:1, pages 86-107.
Crossref
Crossref
Jennifer M. Riley, Sandro Scielzo, John Hyatt, Fleet Davis & Daniel Colombo. (2009) Situation Awareness and Performance Feedback toward Enhancing Learning with Game Trainers: An Approach and Lessons Learned. Proceedings of the Human Factors and Ergonomics Society Annual Meeting 53:27, pages 1994-1998.
Crossref
Crossref
Sam Campbell, Kali Madden, Adam Strickland, Robert Williams, Nemanja Jovanovic, Benjamin F. Johnston & Judith M. Dawes. Web-based photonics simulator for secondary school students. Web-based photonics simulator for secondary school students.
F. Bellotti, R. Berta, A. De Gloria & L. Primavera. (2009) Enhancing the educational value of video games. Computers in Entertainment 7:2, pages 1-18.
Crossref
Crossref
Jo Ann Oravec. 2009. Encyclopedia of Information Science and Technology, Second Edition. Encyclopedia of Information Science and Technology, Second Edition
1387
1391
.
Sam Campbell, Kali Madden, Adam Strickland, Robert Williams, Nemanja Jovanovic, Benjamin F. Johnston & Judith M. Dawes. (2009) Web-based photonics simulator for secondary school students. Web-based photonics simulator for secondary school students.
Ruwei Yun, Yanyan Jiang & Yi Li. 2009. Transactions on Edutainment III. Transactions on Edutainment III
253
273
.
Lisa B. Ncube. (2007) Exploring the application of experiential learning in developing technology and engineering concepts: The lean Lemonade Tycoon™. Exploring the application of experiential learning in developing technology and engineering concepts: The lean Lemonade Tycoon™.
Paul Kearney. (2007) Cognitive assessment of game-based learning. British Journal of Educational Technology 38:3, pages 529-531.
Crossref
Crossref
Michael D. Proctor & Michael D. Woodman. (2016) Training “Shoot House” Tactics Using a Game. The Journal of Defense Modeling and Simulation: Applications, Methodology, Technology 4:1, pages 55-63.
Crossref
Crossref
M. I. SmithD. J. Murray-SmithD. Hickman. (2016) Mathematical and Computer Modeling of Electro-Optic Systems Using a Generic Modeling Approach. The Journal of Defense Modeling and Simulation: Applications, Methodology, Technology 4:1, pages 3-16.
Crossref
Crossref
Simon Egenfeldt-Nielsen. (2006) Overview of research on the educational use of video games. Nordic Journal of Digital Literacy 1:3, pages 184-214.
Crossref
Crossref
Elizabeth A. Murphy. (2005) Enhancing student learning with governmental accounting jeopardy!. Journal of Public Budgeting, Accounting & Financial Management 17:2, pages 223-248.
Crossref
Crossref
Francesco Bellotti, Edmondo Ferretti & Alessandro De Gloria. 2005. Intelligent Technologies for Interactive Entertainment. Intelligent Technologies for Interactive Entertainment
13
22
.
Jonas Linderoth, Annika Lantz-Andersson & Berner Lindström. (2016) Electronic Exaggerations and Virtual Worries: Mapping Research of Computer Games Relevant to the Understanding of Children's Game Play. Contemporary Issues in Early Childhood 3:2, pages 226-250.
Crossref
Crossref
John V. Dempsey, Linda L. Haynes, Barbara A. Lucassen & Maryann S. Casey. (2016) Forty Simple Computer Games and What They Could Mean to Educators. Simulation & Gaming 33:2, pages 157-168.
Crossref
Crossref
Marc J. Natale. (2002) The effect of a male-oriented computer gaming culture on careers in the computer industry. ACM SIGCAS Computers and Society 32:2, pages 24-31.
Crossref
Crossref
C.S. Morris & R.W. Tarr. (2002) Templates for selecting PC-based synthetic environments for application to human performance enhancement and training. Templates for selecting PC-based synthetic environments for application to human performance enhancement and training.