How people learn while playing serious games: A computational modelling approach

[1]  G. A. Ferguson,et al.  HUMAN ABILITIES. , 1965, Annual review of psychology.

[2]  H. Sluiter [Learning by doing]. , 1977, Nederlands tijdschrift voor geneeskunde.

[3]  L. S. Vygotskiĭ,et al.  Mind in society : the development of higher psychological processes , 1978 .

[4]  D. Kolb Experiential Learning: Experience as the Source of Learning and Development , 1983 .

[5]  J. Keller Development and use of the ARCS model of instructional design , 1987 .

[6]  R. Felder,et al.  Learning and Teaching Styles in Engineering Education. , 1988 .

[7]  P. Pintrich,et al.  Motivation in Education: Theory, Research, and Applications , 1995 .

[8]  Tony Bates,et al.  Technology, open learning, and distance education , 1995 .

[9]  R. Sternberg,et al.  Intelligence: Knowns and unknowns. , 1996 .

[10]  G. Blickle Personality traits, learning stratigies, and performance , 1996 .

[11]  C. Lebiere,et al.  The Atomic Components of Thought , 1998 .

[12]  John Fox,et al.  COGENT: An Environment for the Development of Cognitive Models , 1998 .

[13]  Benjamin S. Bloom,et al.  A Taxonomy for Learning, Teaching, and Assessing: A Revision of Bloom's Taxonomy of Educational Objectives , 2000 .

[14]  E. Deci,et al.  Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. , 2000, The American psychologist.

[15]  Charles A. Schwartz,et al.  Managing technological change: strategies for college and university leaders , 2000 .

[16]  C. P. Goodman,et al.  The Tacit Dimension , 2003 .

[17]  James Paul Gee,et al.  What video games have to teach us about learning and literacy , 2007, CIE.

[18]  Katie Salen,et al.  Rules of play: game design fundamentals , 2003 .

[19]  Staffan Björk,et al.  Patterns In Game Design , 2004 .

[20]  David R. Michael,et al.  Serious Games: Games That Educate, Train, and Inform , 2005 .

[21]  M. Cole,et al.  Mind in society: The development of higher psychological processes. L. S. Vygotsky. , 1978 .

[22]  Dietrich Albert,et al.  Competence-based Knowledge Structures for Personalised Learning , 2005, ELeGI Conference.

[23]  Michele D. Dickey Engaging by design: How engagement strategies in popular computer and video games can inform instructional design , 2005 .

[24]  Ron Sun,et al.  Cognition and Multi-Agent Interaction: The CLARION Cognitive Architecture: Extending Cognitive Modeling to Social Simulation , 2005 .

[25]  Gregory Gutin,et al.  The traveling salesman problem , 2006, Discret. Optim..

[26]  Thomas C. Reeves,et al.  Design research from a technology perspective , 2006 .

[27]  John M. Keller,et al.  First principles of motivation to learn and e3‐learning , 2008 .

[28]  Rob Nadolski,et al.  Serious games for higher education: a framework for reducing design complexity , 2008, J. Comput. Assist. Learn..

[29]  Clark Aldrich,et al.  The Complete Guide to Simulations and Serious Games: How the Most Valuable Content Will be Created in the Age Beyond Gutenberg to Google , 2009 .

[30]  J. Keller The Arcs Model of Motivational Design , 2010 .

[31]  R. Felder ARE LEARNING STYLES INVALID? (HINT: NO!) * , 2010 .

[32]  Ben Kirman,et al.  Practical, appropriate, empirically-validated guidelines for designing educational games , 2011, CHI.

[33]  Wim Westera,et al.  The eventful genesis of educational media , 2012, Education and Information Technologies.

[34]  Lennart E. Nacke,et al.  Player Typology in Theory and Practice , 2011, DiGRA Conference.

[35]  Simon Buckingham Shum,et al.  Learning dispositions and transferable competencies: pedagogy, modelling and learning analytics , 2012, International Conference on Learning Analytics and Knowledge.

[36]  John E. Laird,et al.  The Soar Cognitive Architecture , 2012 .

[37]  James M. Boyle,et al.  A systematic literature review of empirical evidence on computer games and serious games , 2012, Comput. Educ..

[38]  V. Johnson Revised standards for statistical evidence , 2013, Proceedings of the National Academy of Sciences.

[39]  Andrew Gelman,et al.  P values and statistical practice. , 2013, Epidemiology.

[40]  Alessandro De Gloria,et al.  Serious Games for education and training , 2014, Int. J. Serious Games.

[41]  Wim Westera,et al.  Games are motivating, aren't they? Disputing the arguments for digital game-based learning , 2015, Int. J. Serious Games.

[42]  Sebastian Muller,et al.  Knowledge Management In The Learning Society , 2016 .

[43]  Wim Westera,et al.  RAGE Architecture for Reusable Serious Gaming Technology Components , 2016, Int. J. Comput. Games Technol..

[44]  D. Hoang FLOW: The Psychology of Optimal Experience , 2018 .

[45]  Andrea Gregg,et al.  Learning From Doing: Lessons Learned From Designing and Developing an Educational Software Within a Heterogeneous Group , 2021, Int. J. Web Based Learn. Teach. Technol..