Factors Affecting Game-Based Learning Experience: The Case of Serious Games

[1]  Dominik Petko,et al.  Learning with serious games: Is fun playing the game a predictor of learning success? , 2016, Br. J. Educ. Technol..

[2]  Emmanuel Fokides,et al.  Development of a model for explaining the learning outcomes when using 3D virtual environments in informal learning settings , 2018, Education and Information Technologies.

[3]  Herre van Oostendorp,et al.  The role of Game Discourse Analysis and curiosity in creating engaging and effective serious games by implementing a back story and foreshadowing , 2011, Interact. Comput..

[4]  Baltasar Fernández-Manjón,et al.  A methodology for assessing the effectiveness of serious games and for inferring player learning outcomes , 2017, Multimedia Tools and Applications.

[5]  James D. Ivory,et al.  The Effects of Technological Advancement and Violent Content in Video Games on Players’ Feelings of Presence, Involvement, Physiological Arousal, and Aggression , 2007 .

[6]  Ju-Ling Shih,et al.  Game Factors and Game-Based Learning Design Model , 2015, Int. J. Comput. Games Technol..

[7]  Lennart E. Nacke,et al.  From game design elements to gamefulness: defining "gamification" , 2011, MindTrek.

[8]  David Pinelle,et al.  Heuristic evaluation for games: usability principles for video game design , 2008, CHI.

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

[10]  Dennis Charsky,et al.  From Edutainment to Serious Games: A Change in the Use of Game Characteristics , 2010, Games Cult..

[11]  Christina M. Steiner,et al.  Evaluation of Serious Games: A Holistic Approach , 2015 .

[12]  Ioannis Deliyannis,et al.  Serious Games Effect Analysis On Player's Characteristics , 2020, Int. J. Smart Educ. Urban Soc..

[13]  H. Russell Bernard,et al.  Social Research Methods: Qualitative and Quantitative Approaches , 2000 .

[14]  Knowledge based Expert System for Predicting Diabetic Retinopathy using Machine Learning Algorithms , 2020, International Journal of Engineering and Advanced Technology.

[15]  Lennart E. Nacke,et al.  More than a feeling: Measurement of sonic user experience and psychophysiology in a first-person shooter game , 2010, Interact. Comput..

[16]  Santa Dreimane,et al.  Intersection of Serious Games and Learning Motivation for Medical Education: A Literature Review , 2020, Int. J. Smart Educ. Urban Soc..

[17]  Hsiao-Ching She,et al.  Learning through playing Virtual Age: Exploring the interactions among student concept learning, gaming performance, in-game behaviors, and the use of in-game characters , 2015, Comput. Educ..

[18]  M. P. Jacob Habgood,et al.  Motivating Children to Learn Effectively: Exploring the Value of Intrinsic Integration in Educational Games , 2011 .

[19]  Lester Gilbert,et al.  Principles of E-Learning Systems Engineering , 2007 .

[20]  Paul A. Cairns,et al.  Measuring and defining the experience of immersion in games , 2008, Int. J. Hum. Comput. Stud..

[21]  Panagiotis Petridis,et al.  Learning cultural heritage by serious games , 2014 .

[22]  D. Savić,et al.  Multi-stakeholder development of a serious game to explore the water-energy-food-land-climate nexus : The SIM4NEXUS approach , 2018 .

[23]  Jane Webster,et al.  Digital Game Narrative Quality: Developing a Measure , 2017, ICIS.

[24]  Abdulmotaleb El-Saddik,et al.  An Overview of Serious Games , 2014, Int. J. Comput. Games Technol..

[25]  C. Kinzer,et al.  Foundations of Game-Based Learning , 2015 .

[26]  Iván Martínez-Ortiz,et al.  Improving Serious Games Analyzing Learning Analytics Data: Lessons Learned , 2018, GALA.

[27]  Marc Prensky,et al.  Digital game-based learning , 2000, CIE.

[28]  Eric Jamet,et al.  Improving instructions in educational computer games: Exploring the relations between goal specificity, flow experience and learning outcomes , 2019, Comput. Hum. Behav..

[29]  Sara de Freitas,et al.  Are Games Effective Learning Tools? A Review of Educational Games , 2018, J. Educ. Technol. Soc..

[30]  Ruggiero Lovreglio,et al.  Immersive Virtual Reality Serious Games for Evacuation Training and Research: A Systematic Literature Review , 2018, Comput. Educ..

[31]  M. Lepper,et al.  Intrinsic motivation and the process of learning: Beneficial effects of contextualization, personalization, and choice. , 1996 .

[32]  Amy Voida,et al.  Console gaming across generations: exploring intergenerational interactions in collocated console gaming , 2011, Universal Access in the Information Society.

[33]  Frans Mäyrä,et al.  Fundamental Components of the Gameplay Experience: Analysing Immersion , 2005, DiGRA Conference.

[34]  Michelle F. Wright,et al.  Computer Gaming and Interactive Simulations for Learning: A Meta-Analysis , 2006 .

[35]  Seugnet Blignaut,et al.  Success factors for serious games to enhance learning: a systematic review , 2017, Virtual Reality.

[36]  K. Kiili Digital game-based learning: Towards an experiential gaming model , 2005, Internet High. Educ..

[37]  J. R. Landis,et al.  The measurement of observer agreement for categorical data. , 1977, Biometrics.

[38]  P. Wouters,et al.  A meta-analysis of the cognitive and motivational effects of serious games , 2013 .

[39]  Wen-Hao Huang,et al.  Sustaining iterative game playing processes in DGBL: The relationship between motivational processing and outcome processing , 2010, Comput. Educ..

[40]  Graham R. Gibbs,et al.  Thematic Coding and Categorizing , 2007 .

[41]  Jonathan P. Rowe,et al.  Story-Based Learning: The Impact of Narrative on Learning Experiences and Outcomes , 2008, Intelligent Tutoring Systems.

[42]  James M. Boyle,et al.  Engagement in digital entertainment games: A systematic review , 2012, Comput. Hum. Behav..

[43]  David Driscoll,et al.  Merging Qualitative and Quantitative Data in Mixed Methods Research: How To and Why Not , 2007 .

[44]  Helmut Krcmar,et al.  Classification of Evaluation Methods for the Effective Assessment of Simulation Games: Results from a Literature Review , 2019, Int. J. Eng. Pedagog..

[45]  Jodi Asbell-Clarke,et al.  Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning , 2016, Comput. Hum. Behav..

[46]  Wim Westera,et al.  Why and How Serious Games can Become Far More Effective: Accommodating Productive Learning Experiences, Learner Motivation and the Monitoring of Learning Gains , 2019, J. Educ. Technol. Soc..

[47]  I. Deliyannis,et al.  Why Should I Play This Game? The Role of Motivation in Smart Pedagogy , 2018, Didactics of Smart Pedagogy.

[48]  Yu Zhonggen A Meta-Analysis of Use of Serious Games in Education over a Decade , 2019 .

[49]  Maria Kordaki,et al.  Design and evaluation of a computer game for the learning of Information and Communication Technologies (ICT) concepts by physical education and sport science students , 2011, Education and Information Technologies.

[50]  Clark C. Abt,et al.  Serious games , 2016, Springer International Publishing.

[51]  B. Winn The Design, Play, and Experience Framework , 2009 .

[52]  Diane Jass Ketelhut,et al.  Introduction for the Journal of Information Sciences special issue on serious games , 2014, Inf. Sci..

[53]  Alejandro Calderón,et al.  A systematic literature review on serious games evaluation: An application to software project management , 2015, Comput. Educ..

[54]  Luis Borges Gouveia,et al.  Using Games for Primary School: Assessing its Use with Flow Experience , 2012 .

[55]  Glenda A. Gunter,et al.  Taking educational games seriously: using the RETAIN model to design endogenous fantasy into standalone educational games , 2008 .

[56]  Riccardo Berta,et al.  Assessment in and of Serious Games: An Overview , 2013, Adv. Hum. Comput. Interact..

[57]  Johnny Saldaña,et al.  The Coding Manual for Qualitative Researchers , 2009 .

[58]  Francisco Luis Gutiérrez Vela,et al.  Playability: analysing user experience in video games , 2012, Behav. Inf. Technol..