Publisher
Springer International Publishing
Reference54 articles.
1. All, A., Castellar, E.P.N., Van Looy, J.: Assessing the effectiveness of digital game-based learning: best practices. Comput. Educ. 92, 90–103 (2016)
2. Ariffin, M.M., Sulaiman, S.: Evaluating game-based learning (GBL) effectiveness for higher education (HE). In: 2nd International Conference on Advanced Computer Science Applications and Technologies (ACSAT 2013), pp. 485–489. IEEE (2013)
3. Backlund, P., Hendrix, M.: Educational games-are they worth the effort? A literature survey of the effectiveness of serious games. In: 5th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES 2013). IEEE, Bournemouth (2013)
4. Bandara, W., Rosemann, M., Davies, I., Tan, C.: A structured approach to determining appropriate content for emerging information systems subjects: an example for BPM curricula design. In: 18th Australasian Conference on Information Systems, pp. 1132–1141 (2007)
5. Bandara, W., Chand, D.R., Chircu, A.M., Hintringer, A., Karagiannis, D.: Business process management education in academia: status, challenges, and recommendations. Commun. Assoc. Inf. Syst. 27(1), Article 41 (2010)
Cited by
1 articles.
订阅此论文施引文献
订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献