The Designer-Oriented Process Analysis of Utilizing the DIZU-EVG Instrument for Educational Video Games
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Publisher
Springer Nature Switzerland
Link
https://link.springer.com/content/pdf/10.1007/978-3-031-44146-2_22
Reference20 articles.
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3. Rotter, E., Achenbach, P., Ziegler, B., Göbel, S.: Finding appropriate serious games in vocational education and training: a conceptual approach. In: Costa, C. (ed.) Proceedings of the 16th European Conference on Games Based Learning, vol. 16, no. 1, pp. 473–481 (2022). https://doi.org/10.34190/ecgbl.16.1.577
4. Tan, C., Nurul‐Asna, H.: Serious games for environmental education. Integr. Conserv. 2(1), 19–42 (2023). https://doi.org/10.1002/inc3.18. Published by John Wiley & Sons Australia, Ltd on Behalf of Xishuangbanna Tropical Botanical Garden (XTBG)
5. Damaševičius, R., Maskeliūnas, R., Blažauskas, T.: Serious games and gamification in healthcare: a meta-review. Information 14(2), 105 (2023). https://doi.org/10.3390/info14020105
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