An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games

Boyle, Elizabeth A., Hainey, Thomas, Connolly, Thomas M., Gray, Grant, Earp, Jeffrey, Ott, Michela, Lim, Theodore, Ninaus, Manuel +2 more·2016·Computers & Education

Cited by (1,002)

Items 101–200 of 1,002

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  2. Practicing emotion-regulation through biofeedback on the decision-making performance in the context of serious games: A systematic review
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  3. Serious games for industrial safety: An approach for developing resilience early warning indicators
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  6. Utilizing serious games for physiology and anatomy learning and revision
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  7. Practices, purposes and challenges in integrating gamification using technology: A mixed-methods study on university academics
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  14. A Conceptual Model of Analogue Gamification to Enhance Learners' Motivation and Attitude
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  15. The Impact of Serious Games in Economic and Business Education: A Case of ERP Business Simulation
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  16. EPICSAVE — Enhancing vocational training for paramedics with multi-user virtual reality
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  20. Enhancing Learning Performance and Motivation of Cultural Heritage Using Serious Games
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  21. Reward‐based or meaningful gaming? A field study on game mechanics and serious games for sustainability
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  22. Learning with serious games in economics education a systematic review of the effectiveness of game-based learning in upper secondary and higher education
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  23. Exploring educational immersive videogames: an empirical study with a 3D multimodal interaction prototype
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    Andrew Chen, Jessie J. Hanna, Adithya Manohar, Anthony Tobia · 2017 · Academic Psychiatry
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  31. Gaming the SySTEM: The Relationship Between Video Games and the Digital and STEM Divides
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    Katharina Bernecker, Manuel Ninaus · 2020 · Computers in Human Behavior
  33. Game-based learning environments affect frontal brain activity
    S. Kober, Guilherme Maia de Oliveira Wood, K. Kiili, K. Moeller, M. Ninaus · 2020 · PLoS ONE
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  70. Promoting collaborative skills in online university: comparing effects of games, mixed reality, social media, and other tools for ICT-supported pedagogical practices
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  71. Designing productively negative experiences with serious game mechanics: Qualitative analysis of game-play and game design in a randomized trial
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