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There are 32630 results for: content related to: Introducing surprising events can stimulate deep learning in a serious game

  1. The effect of surprising events in a serious game on learning mathematics

    British Journal of Educational Technology

    Volume 48, Issue 3, May 2017, Pages: 860–877, Pieter Wouters, Herre van Oostendorp, Judith ter Vrugte, Sylke vanderCruysse, Ton de Jong and Jan Elen

    Version of Record online : 6 MAY 2016, DOI: 10.1111/bjet.12458

  2. Benefits, barriers and guideline recommendations for the implementation of serious games in education for stakeholders and policymakers

    British Journal of Educational Technology

    Volume 47, Issue 1, January 2016, Pages: 164–183, Emmanuel Tsekleves, John Cosmas and Amar Aggoun

    Version of Record online : 24 OCT 2014, DOI: 10.1111/bjet.12223

  3. Code Red: Triage Or COgnition-based DEsign Rules Enhancing Decisionmaking TRaining In A Game Environment

    British Journal of Educational Technology

    Volume 42, Issue 3, May 2011, Pages: 441–455, Erik D. van der Spek, Pieter Wouters and Herre van Oostendorp

    Version of Record online : 12 JAN 2010, DOI: 10.1111/j.1467-8535.2009.01021.x

  4. You have free access to this content
    Mapping learning and game mechanics for serious games analysis

    British Journal of Educational Technology

    Volume 46, Issue 2, March 2015, Pages: 391–411, Sylvester Arnab, Theodore Lim, Maira B. Carvalho, Francesco Bellotti, Sara de Freitas, Sandy Louchart, Neil Suttie, Riccardo Berta and Alessandro De Gloria

    Version of Record online : 5 JAN 2014, DOI: 10.1111/bjet.12113

  5. Essential features of serious games design in higher education: Linking learning attributes to game mechanics

    British Journal of Educational Technology

    Volume 48, Issue 4, July 2017, Pages: 972–994, Petros Lameras, Sylvester Arnab, Ian Dunwell, Craig Stewart, Samantha Clarke and Panagiotis Petridis

    Version of Record online : 30 MAY 2016, DOI: 10.1111/bjet.12467

  6. Designing leadership and soft skills in educational games: The e-leadership and soft skills educational games design model (ELESS)

    British Journal of Educational Technology

    Volume 44, Issue 6, November 2013, Pages: 951–968, Sara de Freitas and Helen Routledge

    Version of Record online : 25 JUN 2013, DOI: 10.1111/bjet.12034

  7. The research and evaluation of serious games: Toward a comprehensive methodology

    British Journal of Educational Technology

    Volume 45, Issue 3, May 2014, Pages: 502–527, Igor Mayer, Geertje Bekebrede, Casper Harteveld, Harald Warmelink, Qiqi Zhou, Theo van Ruijven, Julia Lo, Rens Kortmann and Ivo Wenzler

    Version of Record online : 27 MAY 2013, DOI: 10.1111/bjet.12067

  8. How Does Serious M-Game Technology Encourage Low-Income Households To Perform Socially Responsible Behaviors?

    Psychology & Marketing

    Volume 34, Issue 4, April 2017, Pages: 394–409, Alpha Yam, Rebekah Russell-Bennett, Marcus Foth and Rory Mulcahy

    Version of Record online : 9 MAR 2017, DOI: 10.1002/mar.20996

  9. Using Serious Games for Human Resource Management: Lessons From France's Top 40 Companies

    Global Business and Organizational Excellence

    Volume 35, Issue 3, March/April 2016, Pages: 27–36, Oihab Allal-Chérif and Mohamed Makhlouf

    Version of Record online : 10 FEB 2016, DOI: 10.1002/joe.21668

  10. Gamification of Creativity: Exploring the Usefulness of Serious Games for Ideation

    Creativity and Innovation Management

    Volume 24, Issue 3, September 2015, Pages: 415–429, Marine Agogué, Kevin Levillain and Sophie Hooge

    Version of Record online : 17 AUG 2015, DOI: 10.1111/caim.12138

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    The effectiveness of three serious games measuring generic learning features

    British Journal of Educational Technology

    Volume 48, Issue 1, January 2017, Pages: 83–100, Maartje Bakhuys Roozeboom, Gillian Visschedijk and Esther Oprins

    Version of Record online : 8 SEP 2015, DOI: 10.1111/bjet.12342

  12. Retrospective cognitive feedback for progress monitoring in serious games

    British Journal of Educational Technology

    Rob J. Nadolski and Hans G. K. Hummel

    Version of Record online : 4 AUG 2016, DOI: 10.1111/bjet.12503

  13. Serious games as a malleable learning medium: The effects of narrative, gameplay, and making on students’ performance and attitudes

    British Journal of Educational Technology

    Volume 48, Issue 3, May 2017, Pages: 842–859, Varvara Garneli, Michail Giannakos and Konstantinos Chorianopoulos

    Version of Record online : 29 APR 2016, DOI: 10.1111/bjet.12455

  14. Systematic review of serious games for medical education and surgical skills training

    British Journal of Surgery

    Volume 99, Issue 10, October 2012, Pages: 1322–1330, M. Graafland, J. M. Schraagen and M. P. Schijven

    Version of Record online : 7 SEP 2012, DOI: 10.1002/bjs.8819

  15. Experimental Feedback on Prog&Play: A Serious Game for Programming Practice

    Computer Graphics Forum

    Volume 30, Issue 1, March 2011, Pages: 61–73, M. Muratet, P. Torguet, F. Viallet and J.P. Jessel

    Version of Record online : 18 OCT 2010, DOI: 10.1111/j.1467-8659.2010.01829.x

  16. Scripted collaboration in serious gaming for complex learning: Effects of multiple perspectives when acquiring water management skills

    British Journal of Educational Technology

    Volume 42, Issue 6, November 2011, Pages: 1029–1041, Hans G. K. Hummel, Jasper van Houcke, Rob J. Nadolski, Tony van der Hiele, Hub Kurvers and Ansje Löhr

    Version of Record online : 23 SEP 2010, DOI: 10.1111/j.1467-8535.2010.01122.x

  17. Serious games for higher education: a framework for reducing design complexity

    Journal of Computer Assisted Learning

    Volume 24, Issue 5, October 2008, Pages: 420–432, W. Westera, R.J. Nadolski, H.G.K. Hummel and I.G.J.H. Wopereis

    Version of Record online : 14 MAR 2008, DOI: 10.1111/j.1365-2729.2008.00279.x

  18. The Effects of a Serious Game on Role-Taking and Willingness to Help

    Journal of Communication

    Volume 60, Issue 4, December 2010, Pages: 723–742, Wei Peng, Mira Lee and Carrie Heeter

    Version of Record online : 4 NOV 2010, DOI: 10.1111/j.1460-2466.2010.01511.x

  19. You have full text access to this OnlineOpen article
    Learning with serious games: Is fun playing the game a predictor of learning success?

    British Journal of Educational Technology

    Volume 47, Issue 1, January 2016, Pages: 151–163, Nina Iten and Dominik Petko

    Version of Record online : 11 NOV 2014, DOI: 10.1111/bjet.12226

  20. Serious game-based and nongame-based online courses: Learning experiences and outcomes

    British Journal of Educational Technology

    Volume 44, Issue 3, May 2013, Pages: 372–385, Taryn Hess and Glenda Gunter

    Version of Record online : 22 FEB 2013, DOI: 10.1111/bjet.12024