Unpacking the potential of educational gaming: A new tool for gaming research
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DOI: 10.1177/1046878106297650
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References listed on IDEAS
- Jerry Gosen & John Washbush, 2004. "A Review of Scholarship on Assessing Experiential Learning Effectiveness," Simulation & Gaming, , vol. 35(2), pages 270-293, June.
- A. J. Faria, 2001. "The Changing Nature of Business Simulation/ Gaming Research: A Brief History," Simulation & Gaming, , vol. 32(1), pages 97-110, March.
- Megumi Kashibuchi & Akira Sakamoto, 2001. "The Educational Effectiveness of a Simulation/Game in Sex Education," Simulation & Gaming, , vol. 32(3), pages 331-343, September.
Citations
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Cited by:
- Debbe Thompson & Tom Baranowski & Richard Buday & Janice Baranowski & Victoria Thompson & Russell Jago & Melissa Juliano Griffith, 2010. "Serious Video Games for Health: How Behavioral Science Guided the Development of a Serious Video Game," Simulation & Gaming, , vol. 41(4), pages 587-606, August.
- Carolina Islas Sedano & Verona Leendertz & Mikko Vinni & Erkki Sutinen & Suria Ellis, 2013. "Hypercontextualized Learning Games," Simulation & Gaming, , vol. 44(6), pages 821-845, December.
- Philip H. Anderson & Leigh Lawton, 2009. "Business Simulations and Cognitive Learning," Simulation & Gaming, , vol. 40(2), pages 193-216, April.
- David O. Neville & Brett E. Shelton, 2010. "Literary and Historical 3D Digital Game—Based Learning: Design Guidelines," Simulation & Gaming, , vol. 41(4), pages 607-629, August.
- Per Backlund & Henrik Engström & Mikael Johannesson & Mikael Lebram, 2010. "Games for traffic education: An experimental study of a game-based driving simulator," Simulation & Gaming, , vol. 41(2), pages 145-169, April.
- Christine M. Bachen & Pedro F. Hernández-Ramos & Chad Raphael, 2012. "Simulating REAL LIVES," Simulation & Gaming, , vol. 43(4), pages 437-460, August.
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