Comparing usability and engagement between a serious game and a traditional online program
暂无分享,去创建一个
Keith Nesbitt | Geoffrey Hookham | Frances Kay-Lambkin | F. Kay-Lambkin | K. Nesbitt | Geoffrey Hookham
[1] Mariano Alcañiz Raya,et al. Learning in serious virtual worlds: Evaluation of learning effectiveness and appeal to students in the E-Junior project , 2010, Comput. Educ..
[2] Joel M. Hektner,et al. Experience sampling method , 2007 .
[3] Shawn Y. Holmes,et al. Assessing twenty‐first century skills through a teacher created video game for high school biology students , 2010 .
[4] Jeanne B. Funk,et al. A Biopsychosocial Analysis of the Video Game-playing Experience of Children and Adults in the United States , 2006 .
[5] N. Newton,et al. A systematic review of computerised serious educational games about alcohol and other drugs for adolescents. , 2014, Drug and alcohol review.
[6] James C. Lester,et al. Affect and Engagement in Game-BasedLearning Environments , 2014, IEEE Transactions on Affective Computing.
[7] Andrew Hargadon,et al. The pleasures of immersion and engagement: schemas, scripts and the fifth business , 2001, Digit. Creativity.
[8] A. Elliot,et al. A 2 X 2 achievement goal framework. , 2001, Journal of personality and social psychology.
[9] Paul A. Cairns,et al. Not doing but thinking: the role of challenge in the gaming experience , 2012, CHI.
[10] Connie Malamed,et al. Book Review: 'The Gamification of Learning and Instruction: Game-Based Methods and Strategies For Training And Education' by Karl Kapp , 2012, ELERN.
[11] Darryl Charles,et al. Player-Centred Game Design : Player Modelling and Adaptive Digital Games , 2005 .
[12] Suzanne M. Roche,et al. Absorption: Nature, assessment, and correlates. , 1990 .
[13] David Salesin,et al. The challenge of designing scientific discovery games , 2010, FDG.
[14] D. DavisFred,et al. User Acceptance of Computer Technology , 1989 .
[15] Ernest Adams,et al. Fundamentals of Game Design , 2006 .
[16] H. Simon,et al. How to Study Thinking in Everyday Life: Contrasting Think-Aloud Protocols With Descriptions and Explanations of Thinking , 1998 .
[17] James Minogue,et al. Investigating the impact of video games on high school students' engagement and learning about genetics , 2009, Comput. Educ..
[18] Kurt Squire,et al. Video Game–Based Learning: An Emerging Paradigm for Instruction , 2008 .
[19] Fred D. Davis,et al. User Acceptance of Computer Technology: A Comparison of Two Theoretical Models , 1989 .
[20] William V. Wright,et al. A Theory of Fun for Game Design , 2004 .
[21] Thomas Bjørner,et al. 'Sure, I Would Like to Continue' A Method for Mapping the Experience of Engagement in Video Games , 2012 .
[22] J. B. Brooke,et al. SUS: A 'Quick and Dirty' Usability Scale , 1996 .
[23] Hiroshi Ishii,et al. Ambient Displays: Turning Architectural Space into an Interface between People and Digital Information , 1998, CoBuild.
[24] Nadia Garnefski,et al. Cognitive emotion regulation questionnaire - development of a short 18-item version (CERQ-short). , 2006 .
[25] Christoph Klimmt,et al. A Process Model of the Formation of Spatial Presence Experiences , 2007 .
[26] Rosa María Baños,et al. Immersion and Emotion: Their Impact on the Sense of Presence , 2004, Cyberpsychology Behav. Soc. Netw..
[27] Keith Nesbitt,et al. Training for Life: Designing a Game to Engage Younger People in a Psychological Counselling Program , 2013, Aust. J. Intell. Inf. Process. Syst..
[28] Paul A. Cairns,et al. A grounded investigation of game immersion , 2004, CHI EA '04.
[29] J. Glicksohn,et al. Explorations in Virtual Reality: Absorption, Cognition and Altered State of Consciousness , 1997 .
[30] Nadia Bianchi-Berthouze,et al. Stirring up experience through movement in game play: effects on engagement and social behaviour , 2008, CHI.
[31] Christopher J Patrick,et al. Psychopathy, startle blink modulation, and electrodermal reactivity in twin men. , 2005, Psychophysiology.
[32] Jennifer A. Fredricks,et al. School Engagement: Potential of the Concept, State of the Evidence , 2004 .
[33] Alf Inge Wang,et al. An Evaluation of a Mobile Game Concept for Lectures , 2008, 2008 21st Conference on Software Engineering Education and Training.
[34] John W. Rice,et al. The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education , 2012, Int. J. Gaming Comput. Mediat. Simulations.
[35] M. Fardo. KAPP, Karl M. The gamification of learning and instruction: game-based methods and strategies for training and education. San Francisco: Pfeiffer, 2012. , 2013 .
[36] Jonathan P. Rowe,et al. Integrating Learning, Problem Solving, and Engagement in Narrative-Centered Learning Environments , 2011, Int. J. Artif. Intell. Educ..
[37] D. Hoang. FLOW: The Psychology of Optimal Experience , 2018 .
[38] Karolien Poels,et al. Characterising and measuring user experiences in digital games , 2007 .
[39] Jane McGonigal. 'This Is Not a Game': Immersive Aesthetics and Collective Play , 2003 .
[40] James T. Miller,et al. An Empirical Evaluation of the System Usability Scale , 2008, Int. J. Hum. Comput. Interact..
[41] H. Irwin,et al. Pathological and nonpathological dissociation: the relevance of childhood trauma. , 1999, The Journal of psychology.
[42] Arthur C. Graesser,et al. What Makes Learning Fun? Exploring the Influence of Choice and Difficulty on Mind Wandering and Engagement during Learning , 2013, AIED.
[43] Peter A. Todd,et al. Perceived Usefulness, Ease of Use, and Usage of Information Technology: A Replication , 1992, MIS Q..
[44] Mohammad Chuttur,et al. Overview of the Technology Acceptance Model: Origins, Developments and Future Directions , 2009 .
[45] Fred D. Davis,et al. A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies , 2000, Management Science.
[46] Timothy Paul Cronan,et al. On the Test-Retest Reliability of Perceived Usefulness and Perceived Ease of Use Scales , 1993 .
[47] D. Norman. The psychology of everyday things", Basic Books Inc , 1988 .
[48] Mark Stansfield,et al. Evaluation of a game to teach requirements collection and analysis in software engineering at tertiary education level , 2011, Comput. Educ..
[49] Mark Weiser,et al. Designing Calm Technology , 2004 .
[50] W. G. Smith,et al. Angry Birds , 1888, Nature.
[51] Gordon B. Davis,et al. User Acceptance of Information Technology: Toward a Unified View , 2003, MIS Q..
[52] Janice Baranowski,et al. Squire's Quest! Dietary outcome evaluation of a multimedia game. , 2003, American journal of preventive medicine.
[53] Geertje Bekebrede,et al. Reviewing the need for gaming in education to accommodate the net generation , 2011, Comput. Educ..
[54] Thomas W. Malone,et al. Heuristics for designing enjoyable user interfaces: Lessons from computer games , 1982, CHI '82.
[55] Nicoletta Adamo-Villani,et al. Using a Serious Game Approach to Teach 'Operator Precedence' to Introductory Programming Students , 2013, 2013 17th International Conference on Information Visualisation.
[56] M. Csíkszentmihályi. Creativity: Flow and the Psychology of Discovery and Invention , 1996 .
[57] S. Greenberg,et al. The Psychology of Everyday Things , 2012 .
[58] Amanda L Baker,et al. Clinician‐assisted computerised versus therapist‐delivered treatment for depressive and addictive disorders: a randomised controlled trial , 2011, The Medical journal of Australia.
[59] John L. Sherry,et al. Sex Differences in Video Game Play: , 2004, Commun. Res..
[60] M. Csíkszentmihályi,et al. Experience Sampling Method: Measuring the Quality of Everyday Life , 2006 .
[61] Karen Blackmore,et al. Using the Startle Eye-Blink to Measure Affect in Players , 2015 .
[62] Jeanne H. Brockmyer,et al. The Development of the Game Engagement Questionnaire: A Measure of Engagement in Video Game Playing: Response to Reviews , 2009, Interacting with computers.
[63] Brianno Coller,et al. Video Game-Based Education in Mechanical Engineering: A Look at Student Engagement* , 2009 .
[64] Katerina Mania,et al. The Effects of Levels of Immersion on Memory and Presence in Virtual Environments: A Reality Centered Approach , 2001, Cyberpsychology Behav. Soc. Netw..
[65] Paul T. Costa,et al. Personality in Adulthood: A Five-Factor Theory Perspective , 2005 .
[66] B. Cuthbert,et al. Committee report: Guidelines for human startle eyeblink electromyographic studies. , 2005, Psychophysiology.
[67] Richard P. Bagozzi,et al. The Legacy of the Technology Acceptance Model and a Proposal for a Paradigm Shift , 2007, J. Assoc. Inf. Syst..
[68] Vernon Pizer,et al. The United States Army , 1967 .
[69] Marianne Webb,et al. Reach Out Central: a serious game designed to engage young men to improve mental health and wellbeing , 2010, The Medical journal of Australia.
[70] Albert H. Segars,et al. Re-examining perceived ease of use and usefulness , 1993 .
[71] Paul A. Cairns,et al. Measuring and defining the experience of immersion in games , 2008, Int. J. Hum. Comput. Stud..
[72] D. Simons,et al. The effects of video game playing on attention, memory, and executive control. , 2008, Acta psychologica.
[73] Miriam Vollenbroek-Hutten,et al. Chronic pain rehabilitation with a serious game using multimodal input , 2011, 2011 International Conference on Virtual Rehabilitation.
[74] Girish H. Subramanian,et al. A Replication of Perceived Usefulness and Perceived Ease of Use Measurement , 1994 .
[75] Deborah I Thompson,et al. Playing for real: video games and stories for health-related behavior change. , 2008, American journal of preventive medicine.
[76] Dara Meldrum,et al. Virtual reality rehabilitation of balance: assessment of the usability of the Nintendo Wii® Fit Plus , 2012, Disability and rehabilitation. Assistive technology.
[77] Christine L. Lisetti,et al. A User-Modeling Approach to Build User's Psycho-Physiological Maps of Emotions using Bio-Sensors , 2006, ROMAN 2006 - The 15th IEEE International Symposium on Robot and Human Interactive Communication.
[78] Charlotte Wiberg,et al. Game Usability Heuristics (PLAY) for Evaluating and Designing Better Games: The Next Iteration , 2009, HCI.
[79] Jaak Panksepp,et al. Neuroimaging Helps to Clarify Brain Affective Processing Without Necessarily Clarifying Emotions , 2013 .