Cited by 321Educational Games and GamificationDigital Games and MediaArtificial Intelligence in Games

Game Design Narrative for Learning: Appropriating Adventure Game Design Narrative Devices and Techniques for the Design of Interactive Learning Environments

Dickey, Michele D.·2006·Educational Technology Research and Development

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Crossref · 10.1007/s11423-006-8806-y

Cites

51 of 51 references verified0 citation errors · 0 not checkable

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  • Inclusion of game fiction is closely related to the use of narrative anchors and has been shown to be effective for learning as it situates and anchors learning in a context and can serve as a cognitive framework for problem solving.

    “Inclusion of game fiction is closely related to the use of narrative anchors and has been shown to be effective for learning as it situates and anchors learning in a context (Clark et al. 2016) and can further serve as a cognitive framework for problem solving (Dickey 2006).”

    From The gamification of learning: a meta-analysis (2020) · cites this paper as Dickey 2006

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Authors
Dickey, M. D.
Corresponding author
Dickey, Michele D.
Venue
Educational Technology Research and Development
Published
2006-06
Volume
54
Issue
3
Pages
245-263
ISSN
  • 1042-1629 (ISSN-L)
  • 1556-6501
OpenAlex
W1992335563
Cited by
321
References
51
Citations by year
2026: 5 · 2025: 3 · 2024: 17 · 2023: 14 · 2022: 15 · 2021: 30 · 2020: 25 · 2019: 14 · 2018: 12 · 2017: 21 · 2016: 20 · 2015: 21 · 2014: 17 · 2013: 20 · 2012: 17
FWCI
18.11
Type
journal article
Language
en
Open access
closed
Locations
Educational Technology Research and Development (publishedVersion)
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Sociology and Political Science › Digital Games and Media
  • Physical Sciences › Computer Science › Artificial Intelligence › Artificial Intelligence in Games
Keywords
adventure games, instructional design, interactive learning environment, problem solving, game genres, narrative devices, narrative structure, design heuristics, game-based learning, multimodal environments

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