Gamification and Soft Skills Assessment in the Development of a Serious Game: Design and Feasibility Pilot Study.
暂无分享,去创建一个
[1] C. Rowley. Back to the future: post-pandemic work and management , 2023, Personnel Review.
[2] Natalia Altomari,et al. Gamification as a tool for learning and assessment of soft skills at school , 2023, Form@re : Open Journal per la Formazione in Rete.
[3] Jaime P'erez,et al. Serious Games and AI: Challenges and Opportunities for Computational Social Science , 2023, IEEE Access.
[4] Wei-Jue Huang,et al. A reflection on the Great Resignation in the hospitality and tourism industry , 2022, International Journal of Contemporary Hospitality Management.
[5] V. Visch,et al. Games in Times of a Pandemic: Structured Overview of COVID-19 Serious Games , 2022, JMIR serious games.
[6] M. Pellicano,et al. Employability skills: Profiling data scientists in the digital labour market , 2022, European Management Journal.
[7] M. Ullah,et al. Serious Games in Science Education. A Systematic Literature Review , 2022, Virtual Real. Intell. Hardw..
[8] Alaa A. Abd-alrazaq,et al. Artificial Intelligence–Driven Serious Games in Health Care: Scoping Review , 2022, JMIR serious games.
[9] M. Castillo-Vergara,et al. How do digital capabilities affect firm performance? The mediating role of technological capabilities in the “new normal” , 2022, Journal of Innovation & Knowledge.
[10] A. Malik,et al. Artificial intelligence – challenges and opportunities for international HRM: a review and research agenda , 2022, The International Journal of Human Resource Management.
[11] Jean-Philippe Deranty,et al. Artificial intelligence and work: a critical review of recent research from the social sciences , 2022, AI & SOCIETY.
[12] F. Mantovani,et al. Virtual Reality Applications in Medicine During the COVID-19 Pandemic: Systematic Review , 2021, JMIR serious games.
[13] Avo Schönbohm,et al. Evaluating the effectiveness of serious games in facilitating strategic decisions-making under COVID-19 crisis conditions , 2021, Journal of Work-Applied Management.
[14] D. Guile,et al. Fusion Skills and Industry 5.0: Conceptions and Challenges , 2021, Insights Into Global Engineering Education After the Birth of Industry 5.0 [Working Title].
[15] Cecilia Latorre Cosculluela,et al. Key Soft Skills in the Orientation Process and Level of Employability , 2021, Sustainability.
[16] Nuri Kara. A Systematic Review of the Use of Serious Games in Science Education , 2021, Contemporary Educational Technology.
[17] A. V. van Deursen,et al. Determinants of 21st-Century Skills and 21st-Century Digital Skills for Workers: A Systematic Literature Review , 2020, SAGE Open.
[18] Frutuoso G. M. Silva. Practical Methodology for the Design of Educational Serious Games , 2019, Inf..
[19] Natalia Altomari,et al. A Tool to Measure Teachers’ Soft Skills: Results of a Pilot Study , 2019 .
[20] Ioannis Deliyannis,et al. Let players evaluate serious games. Design and validation of the Serious Games Evaluation Scale , 2019, J. Int. Comput. Games Assoc..
[21] Alexander Johannes Aloysius Maria van Deursen,et al. Determinants of 21st-century digital skills: A large-scale survey among working professionals , 2019, Comput. Hum. Behav..
[22] Konstantina Georgiou,et al. Gamification in Employee Selection: The Development of a Gamified Assessment , 2019, International Journal of Selection and Assessment.
[23] Leonard A. Annetta,et al. A meta-analysis with examination of moderators of student cognition, affect, and learning outcomes while using serious educational games, serious games, and simulations , 2018, Comput. Hum. Behav..
[24] Nancy J. Church,et al. The Future of Marketing: Staying competitive in a competitive world , 2018 .
[25] Alexander Maedche,et al. How games induce cooperation? A study on the relationship between game features and we-intentions in an augmented reality game , 2017, Comput. Hum. Behav..
[26] Juan Manuel Dodero,et al. An architecture for skill assessment in serious games based on Event Sequence Analysis , 2017, TEEM.
[27] Oliver Korn,et al. Defining Recrutainment: A Model and a Survey on the Gamification of Recruiting and Human Resources , 2017, AHFE.
[28] Alexander van Deursen,et al. The relation between 21st-century skills and digital skills: A systematic literature review , 2017, Comput. Hum. Behav..
[29] Michael S. Fetzer,et al. Gamification, Serious Games and Personnel Selection , 2017 .
[30] Harold W. Goldstein,et al. Book Review:The Wiley Blackwell Handbook of the Psychology of Recruitment, Selection and Employee Retention , 2017, Assessment and Development Matters.
[31] Hsiao-Ching She,et al. Is immersion of any value? Whether, and to what extent, game immersion experience during serious gaming affects science learning , 2017, Br. J. Educ. Technol..
[32] Mathijs F. G. Lucassen,et al. Serious Games and Gamification for Mental Health: Current Status and Promising Directions , 2017, Frontiers in psychiatry.
[33] Annapaola Marconi,et al. Using gamification to incentivize sustainable urban mobility , 2015, 2015 IEEE First International Smart Cities Conference (ISC2).
[34] Jian Tang,et al. Points, stories, worlds, and diegesis: Comparing player experiences in two citizen science games , 2015, Comput. Hum. Behav..
[35] Richard N. Landers,et al. Gamifying Recruitment, Selection, Training, and Performance Management: Game-Thinking in Human Resource Management , 2015 .
[36] Leyland Pitt,et al. Is it all a game? Understanding the principles of gamification , 2015 .
[37] Hans W. Giessen,et al. Serious Games Effects: An Overview☆ , 2015 .
[38] Rainer Alt,et al. Increasing Intranet Usage through Gamification -- Insights from an Experiment in the Banking Industry , 2015, 2015 48th Hawaii International Conference on System Sciences.
[39] Alessandro De Gloria,et al. Serious games and the development of an entrepreneurial mindset in higher education engineering students , 2014, Entertain. Comput..
[40] Lori Takeuchi,et al. Level up Learning: A National Survey on Teaching with Digital Games. , 2014 .
[41] han-sik Jung,et al. Development and Application of an Evaluation Tool for Serious Games , 2014 .
[42] Nay Lin. Assessing Classroom Participation and Performance through Gamification Systems in Foreign Language Classrooms , 2014 .
[43] Alessandro De Gloria,et al. Serious Games for education and training , 2014, Int. J. Serious Games.
[44] Ann Marie Ryan,et al. A century of selection. , 2014, Annual review of psychology.
[45] Brian Cugelman. Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers , 2013, JMIR serious games.
[46] Eric Brangier,et al. Process of Gamification From The Consideration of Gamification To Its Practical Implementation , 2013 .
[47] Glenda A. Gunter,et al. Serious game-based and nongame-based online courses: Learning experiences and outcomes , 2013, Br. J. Educ. Technol..
[48] V. Shute,et al. Stealth Assessment: Measuring and Supporting Learning in Video Games , 2013 .
[49] Juho Hamari,et al. Defining gamification: a service marketing perspective , 2012, MindTrek.
[50] Jeroen de Mast,et al. An analysis of the Six Sigma DMAIC method from the perspective of problem solving , 2012 .
[51] Jannicke Baalsrud Hauge,et al. Serious Games Adoption in Corporate Training , 2012, SGDA.
[52] James M. Boyle,et al. A systematic literature review of empirical evidence on computer games and serious games , 2012, Comput. Educ..
[53] N. Schmitt. The Oxford Handbook of Personnel Assessment and Selection , 2012 .
[54] Lennart E. Nacke,et al. From game design elements to gamefulness: defining "gamification" , 2011, MindTrek.
[55] M. Born,et al. Webcam testing: Validation of an innovative open-ended multimedia test , 2010 .
[56] Melvin R. Weber,et al. An Exploratory Study Identifying Soft Skill Competencies in Entry-Level Managers , 2009 .
[57] V. Shute,et al. Melding the Power of Serious Games and Embedded Assessment to Monitor and Foster Learning: Flow and Grow , 2009 .
[58] Alexander van Deursen,et al. Improving digital skills for the use of online public information and services , 2009, Gov. Inf. Q..
[59] D. Singer,et al. A Mandate for Playful Learning in Preschool: Presenting the Evidence , 2008 .
[60] H. Clements. Blackwell Encyclopedia of Sociology , 2008 .
[61] Nora J. Johnson,et al. Passive-Aggressive Behavior and Leadership Styles in Organizations , 2007 .
[62] Matthew W. Ohland,et al. Development of a Theory-Based Assessment of Team Member Effectiveness , 2007 .
[63] Jeroen de Mast,et al. A rational reconstruction of Six Sigma's Breakthrough Cookbook , 2006 .
[64] David R. Michael,et al. Serious Games: Games That Educate, Train, and Inform , 2005 .
[65] Diana G. Oblinger,et al. The Next Generation of Educational Engagement , 2004 .
[66] P. Paul Heppner,et al. Problem-Solving Appraisal and Human Adjustment , 2004 .
[67] Reginald A. Bruce,et al. Decision-Making Style: The Development and Assessment of a New Measure , 1995 .
[68] T. Macan. Time management: Test of a process model. , 1994 .
[69] Jack Levy,et al. Do You Know What You Look Like?: Interpersonal Relationships In Education , 1993 .
[70] C. O'Reilly,et al. Measuring organizational communication. , 1974 .
[71] Joachim Diercks,et al. Recrutainment , 2023 .
[72] Néstor Duch-Brown,et al. Market power and artificial intelligence work on online labour markets , 2022, Research Policy.
[73] Nurul Fazmidar Mohd. Noor,et al. The Impact of Problem-Based Serious Games on Learning Motivation , 2022, IEEE Access.
[74] Tlou Maggie Masenya,et al. Integrating Talent and Knowledge Management Practices in the New Normal Business Environment , 2022, Advances in Human Resources Management and Organizational Development.
[75] Barbara Lockee,et al. Students’ Perception of Gamification in Learning and Education , 2018 .
[76] Mikko Rajanen,et al. Usability benefits in gamification , 2017, GamiFIN.
[77] Katharina Weiss,et al. How To Get Control Of Your Time And Your Life , 2016 .
[78] Mihaly Csikszentmihalyi,et al. Literacy and Intrinsic Motivation , 2016 .
[79] Rachel C. Callan,et al. How to Avoid the Dark Side of Gamification: Ten Business Scenarios and Their Unintended Consequences , 2015 .
[80] Abdulmotaleb El-Saddik,et al. An Overview of Serious Games , 2014, Int. J. Comput. Games Technol..
[81] Jeffrey Earp,et al. Supporting Human Capital development with Serious Games: An analysis of three experiences , 2014, Comput. Hum. Behav..
[82] K. Hirsh-Pasek,et al. Embracing complexity: rethinking the relation between play and learning: comment on Lillard et al. (2013). , 2013, Psychological bulletin.
[83] K. Kupka. Online-Assessments im Recrutainment-Format: Wie gefällt das eigentlich den Bewerbern in der echten Auswahlsituation? , 2013 .
[84] Brian R. Dineen,et al. Recruitment: A review of research and emerging directions. , 2011 .
[85] Mohammad Jaradat,et al. ASSERTIVE COMMUNICATION SKILLS , 2010 .
[86] Martha M. Yee,et al. What is a work , 1997 .
[87] S. West,et al. The robustness of test statistics to nonnormality and specification error in confirmatory factor analysis. , 1996 .