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Games, Motivation, and Learning: A Research and Practice Model

Citations

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Cited by:

  1. Martijn Koops & Martijn Hoevenaar, 2013. "Conceptual Change During a Serious Game," Simulation & Gaming, , vol. 44(4), pages 544-561, August.
  2. Curt Reese & Terri Wells, 2007. "Teaching academic discussion skills with a card game," Simulation & Gaming, , vol. 38(4), pages 546-555, December.
  3. Anna-Sofia Alklind Taylor & Per Backlund & Lars Niklasson, 2012. "The Coaching Cycle," Simulation & Gaming, , vol. 43(5), pages 648-672, October.
  4. Oguzhan Gul & Zuhal Yurtsizoglu, 2025. "Development and Validation of the Scale for Analysing the Consumption Behaviours of E-Sports Players Using a Mixed-Methods Approach," SAGE Open, , vol. 15(3), pages 21582440251, August.
  5. Léo Touzet & Pierre Corbeil, 2015. "Vital Roux, Forgotten Forerunner of Modern Business Games," Simulation & Gaming, , vol. 46(1), pages 19-39, February.
  6. David Crookall & Warren Thorngate, 2009. "Acting, Knowing, Learning, Simulating, Gaming," Simulation & Gaming, , vol. 40(1), pages 8-26, February.
  7. Richard N. Landers, 2014. "Developing a Theory of Gamified Learning," Simulation & Gaming, , vol. 45(6), pages 752-768, December.
  8. Martin A. Lynch & Richard J. Tunstall, 2008. "When worlds collide: Developing game-design partnerships in universities," Simulation & Gaming, , vol. 39(3), pages 379-398, September.
  9. M. A. van Haaften & I. Lefter & H. Lukosch & O. van Kooten & F. Brazier, 2021. "Do Gaming Simulations Substantiate That We Know More Than We Can Tell?," Simulation & Gaming, , vol. 52(4), pages 478-500, August.
  10. Ihsen Zairi & Mohamed Ben Dhiab & Khadija Mzoughi & Imtinene Ben Mrad, 2022. "The Effect of Serious Games on Medical Students’ Motivation, Flow and Learning," Simulation & Gaming, , vol. 53(6), pages 581-601, December.
  11. Daniel Burgos & Pablo Moreno-Ger & José Luis Sierra & Baltasar Fernández-Manjón & Marcus Specht & Rob Koper, 2008. "Building adaptive game-based learning resources: The integration of IMS Learning Design and," Simulation & Gaming, , vol. 39(3), pages 414-431, September.
  12. Carolina Islas Sedano & Verona Leendertz & Mikko Vinni & Erkki Sutinen & Suria Ellis, 2013. "Hypercontextualized Learning Games," Simulation & Gaming, , vol. 44(6), pages 821-845, December.
  13. Christelle Mariais & Florence Michau & Jean-Philippe Pernin, 2012. "A Description Grid to Support the Design of Learning Role-Play Games," Simulation & Gaming, , vol. 43(1), pages 23-33, February.
  14. Patrice Bouvier & Elise Lavoué & Karim Sehaba, 2014. "Defining Engagement and Characterizing Engaged-Behaviors in Digital Gaming," Simulation & Gaming, , vol. 45(4-5), pages 491-507, August.
  15. Klaus Eisenack, 2013. "A Climate Change Board Game for Interdisciplinary Communication and Education," Simulation & Gaming, , vol. 44(2-3), pages 328-348, April.
  16. Derek L. Kauneckis & Matthew R. Auer, 2013. "A Simulation of International Climate Regime Formation," Simulation & Gaming, , vol. 44(2-3), pages 302-327, April.
  17. Katelyn Procci & Shan Lakhmani & Talib S. Hussain & Clint A. Bowers, 2014. "Opening Cinematics," Simulation & Gaming, , vol. 45(1), pages 93-124, February.
  18. Avraham Noy, 2014. "A Computer-Assisted Educational Auction Simulation," Simulation & Gaming, , vol. 45(3), pages 371-393, June.
  19. Willy Christian Kriz & Jan Ulrich Hense, 2006. "Theory-oriented evaluation for the design of and research in gaming and simulation," Simulation & Gaming, , vol. 37(2), pages 268-283, June.
  20. Elizabeth Koh & Yeo Gee Kin & Bimlesh Wadhwa & John Lim, 2012. "Teacher Perceptions of Games in Singapore Schools," Simulation & Gaming, , vol. 43(1), pages 51-66, February.
  21. Guillaume Alinier, 2011. "Developing High-Fidelity Health Care Simulation Scenarios: A Guide for Educators and Professionals," Simulation & Gaming, , vol. 42(1), pages 9-26, February.
  22. Fiona van Schaik, 2023. "In-Game Uncertainties and Climate Change Challenges as Identified by Pre-Service Teachers," Simulation & Gaming, , vol. 54(6), pages 680-707, December.
  23. Margaret Oertig, 2010. "Debriefing in Moodle: Written feedback on trust and knowledge sharing in a social dilemma game," Simulation & Gaming, , vol. 41(3), pages 374-389, June.
  24. Willy C. Kriz & Eberhard Auchter, 2016. "10 Years of Evaluation Research Into Gaming Simulation for German Entrepreneurship and a New Study on Its Long-Term Effects," Simulation & Gaming, , vol. 47(2), pages 179-205, April.
  25. Katie Li & Mark Hall & Pablo Bermell-Garcia & Jeffrey Alcock & Ashutosh Tiwari & Mar González-Franco, 2017. "Measuring the Learning Effectiveness of Serious Gaming for Training of Complex Manufacturing Tasks," Simulation & Gaming, , vol. 48(6), pages 770-790, December.
  26. Rachel S. Phillips & Theresa Horstman & Nancy Vye & John Bransford, 2014. "Engagement and Games for Learning," Simulation & Gaming, , vol. 45(4-5), pages 548-568, August.
  27. Rob J. Nadolski & Hans G. K. Hummel & Henk J. van den Brink & Ruud E. Hoefakker & Aad Slootmaker & Hub J. Kurvers & Jeroen Storm, 2008. "EMERGO: A methodology and toolkit for developing serious games in higher education," Simulation & Gaming, , vol. 39(3), pages 338-352, September.
  28. Ai-Jou Pan & Yea-Tzu Yuan & Pao-Nan Chou, 2025. "Incorporating PaGamO and Postgame Group Discussions into an Elementary Mathematics Course: An Experimental Study," SAGE Open, , vol. 15(1), pages 21582440251, March.
  29. Joske M. Houtkamp & Alexander Toet & Frank A. Bos, 2012. "Task-Relevant Sound and User Experience in Computer-Mediated Firefighter Training," Simulation & Gaming, , vol. 43(6), pages 778-802, December.
  30. Geertje Bekebrede & Julia Lo & Heide Lukosch, 2015. "Understanding Complex Systems Through Mental Models and Shared Experiences," Simulation & Gaming, , vol. 46(5), pages 536-562, October.
  31. Claire Dormann & Robert Biddle, 2009. "A Review of Humor for Computer Games: Play, Laugh and More," Simulation & Gaming, , vol. 40(6), pages 802-824, December.
  32. Katherine A. Wilson & Wendy L. Bedwell & Elizabeth H. Lazzara & Eduardo Salas & C. Shawn Burke & Jamie L. Estock & Kara L. Orvis & Curtis Conkey, 2009. "Relationships Between Game Attributes and Learning Outcomes," Simulation & Gaming, , vol. 40(2), pages 217-266, April.
  33. Jessy Barré & Daphné Michelet & Anais Job & Jennifer Truchot & Philippe Cabon & Catherine Delgoulet & Antoine Tesnière, 2019. "Does Repeated Exposure to Critical Situations in a Screen-Based Simulation Improve the Self-Assessment of Non-Technical Skills in Postpartum Hemorrhage Management?," Simulation & Gaming, , vol. 50(2), pages 102-123, April.
  34. Lisa B. Ncube, 2010. "A Simulation of Lean Manufacturing: The Lean Lemonade Tycoon 2," Simulation & Gaming, , vol. 41(4), pages 568-586, August.
  35. Timothy C. Clapper, 2014. "Situational Interest and Instructional Design," Simulation & Gaming, , vol. 45(2), pages 167-182, April.
  36. Nancy Taber, 2008. "Emergency response: Elearning for paramedics and firefighters," Simulation & Gaming, , vol. 39(4), pages 515-527, December.
  37. Marco Greco & Nicola Baldissin & Fabio Nonino, 2013. "An Exploratory Taxonomy of Business Games," Simulation & Gaming, , vol. 44(5), pages 645-682, October.
  38. Martijn C. Koops & Ineke Verheul & Rinus Tiesma & Cees-Willem de Boer & Ruben T. Koeweiden, 2016. "Learning Differences Between 3D vs. 2D Entertainment and Educational Games," Simulation & Gaming, , vol. 47(2), pages 159-178, April.
  39. Jean-Nicolas Proulx & Margarida Romero & Sylvester Arnab, 2017. "Learning Mechanics and Game Mechanics Under the Perspective of Self-Determination Theory to Foster Motivation in Digital Game Based Learning," Simulation & Gaming, , vol. 48(1), pages 81-97, February.
  40. Michael B. Armstrong & Richard N. Landers, 2017. "An Evaluation of Gamified Training: Using Narrative to Improve Reactions and Learning," Simulation & Gaming, , vol. 48(4), pages 513-538, August.
  41. Nicola Whitton, 2011. "Game Engagement Theory and Adult Learning," Simulation & Gaming, , vol. 42(5), pages 596-609, October.
  42. Nils Matzner & Robert Herrenbrück, 2017. "Simulating a Climate Engineering Crisis," Simulation & Gaming, , vol. 48(2), pages 268-290, April.
  43. Anna K. Preuß, 2021. "The Learning Process in Live-Action Simulation Games: The Impact of Personality, Motivation, Immersion, and Flow on Learning Outcome in a Simulation Game," Simulation & Gaming, , vol. 52(6), pages 775-795, December.
  44. Jan Hense & Willy Christian Kriz & Joseph Wolfe, 2009. "Putting Theory-Oriented Evaluation Into Practice," Simulation & Gaming, , vol. 40(1), pages 110-133, February.
  45. Lan, Xiaomeng & Song, Baobao, 2025. "The more, the merrier? Investigating the distinct and interaction effects of gamification mechanics in corporate sustainability engagement," Journal of Business Research, Elsevier, vol. 199(C).
  46. Jari Takatalo & Jukka Häkkinen & Jyrki Kaistinen & Göte Nyman, 2011. "User Experience in Digital Games," Simulation & Gaming, , vol. 42(5), pages 656-673, October.
  47. Elena Novak & Ilker Soyturk, 2025. "Development of an Instrument for Evaluating Action Video Game Elements," Simulation & Gaming, , vol. 56(1), pages 84-116, February.
  48. Silke Geithner & Daniela Menzel, 2016. "Effectiveness of Learning Through Experience and Reflection in a Project Management Simulation," Simulation & Gaming, , vol. 47(2), pages 228-256, April.
  49. Pablo Moreno-Ger & Daniel Burgos & Javier Torrente, 2009. "Digital Games in eLearning Environments," Simulation & Gaming, , vol. 40(5), pages 669-687, October.
  50. Chen Ling & Shriram Seetharaman & Lubna Mirza, 2022. "Roles of Serious Game in Diabetes Patient Education," Simulation & Gaming, , vol. 53(5), pages 513-537, October.
  51. Marcin Wardaszko & Błażej Podgórski, 2017. "Mobile Learning Game Effectiveness in Cognitive Learning by Adults: A Comparative Study," Simulation & Gaming, , vol. 48(4), pages 435-454, August.
  52. Michael Filsecker & Michael Kerres, 2014. "Engagement as a Volitional Construct," Simulation & Gaming, , vol. 45(4-5), pages 450-470, August.
  53. Dennis J. Devine & Jennifer K. Habig & Kathryn E. Martin & Jennifer P. Bott & Allison L. Grayson, 2004. "Tinsel Town: A Top Management Simulation Involving Distributed Expertise," Simulation & Gaming, , vol. 35(1), pages 94-134, March.
  54. Wendy L. Bedwell & Davin Pavlas & Kyle Heyne & Elizabeth H. Lazzara & Eduardo Salas, 2012. "Toward a Taxonomy Linking Game Attributes to Learning," Simulation & Gaming, , vol. 43(6), pages 729-760, December.
  55. Apinya Dhatsuwan & Monamorn Precharattana, 2016. "Blockyland," Simulation & Gaming, , vol. 47(4), pages 445-464, August.
  56. Ioanna Iacovides & Patrick McAndrew & Eileen Scanlon & James Aczel, 2014. "The Gaming Involvement and Informal Learning Framework," Simulation & Gaming, , vol. 45(4-5), pages 611-626, August.
  57. David Kaufman & Louise Sauvé & Lise Renaud & Andrew Sixsmith & Ben Mortenson, 2016. "Older Adults’ Digital Gameplay," Simulation & Gaming, , vol. 47(4), pages 465-489, August.
  58. Pilar Bas-Sarmiento & Carmen Julián-López & Martina Fernández-Gutiérrez & Miriam Poza-Méndez & Antonio-Jesús Marín-Paz, 2025. "Gamified eHealth interventions for health promotion and disease prevention in children and adolescents: a scoping review," Humanities and Social Sciences Communications, Palgrave Macmillan, vol. 12(1), pages 1-14, December.
  59. Paramasivam Muthusamy & Atieh Farashaiyan & Athar Nasek & Hui Zhang & Sun Chen & Heng Xu & Jiao Li & Junying Du & Qiao Mu, 2025. "Games Preferences for Vocabulary Learning Opportunities among Young ESL Learners in Secondary School Education in Malaysia," World Journal of English Language, Sciedu Press, vol. 15(8), pages 369-369, December.
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