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Cited by 363

The DOI matches its Crossref record; 299 of the 299 references it cites were found in a registry or an index.

Handbook of Research on Effective Electronic Gaming in Education

·2009·IGI Global eBooks

Abstract

This chapter presents the embedded authentic serious game-based learning experiences (EASLE) architecture which has been developed to assist in the definition of games-based applications. The motivation behind the design of EASLE is to keep game specifications as simple and focused as possible for educators attempting to create serious games as current available game design methodologies and templates are complex and extensive. Furthermore, it is argued that games created with EASLE reduce the amount of game development work to be done by the educator allowing for deeper collaboration between students. Toward the end of this chapter a game developed with EASLE which took two weeks to complete is presented

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Metadata

Venue
IGI Global eBooks
Publisher
IGI Global
Published
2009
OpenAlex
W2484352402
Cited by
363
References
299
FWCI
24.66
Type
book
Language
en
Open access
closed

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CoChat. (2026). Citation check: Handbook of Research on Effective Electronic Gaming in Education. https://app.cochat.ai/papers/10.4018/978-1-59904-808-6
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Handbook of Research on Effective Electronic Gaming in Education. (2009). IGI Global eBooks. https://doi.org/10.4018/978-1-59904-808-6

Data sources

Bibliographic data: Semantic Scholar, OpenAlex, Crossref.

Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).

Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.