A Systematic Review of the Use of Serious Games in Science Education
Author:
Publisher
Bastas Publications
Subject
Management of Technology and Innovation,Education
Link
https://www.cedtech.net/download/a-systematic-review-of-the-use-of-serious-games-in-science-education-9608.pdf
Reference25 articles.
1. Almeida, F. (2020). Adoption of a Serious Game in the Developing of Emotional Intelligence Skills. European Journal of Investigation in Health, Psychology and Education, 10(1), 30-43. https://doi.org/10.3390/ejihpe10010004
2. Alonso‐Fernández, C., Martínez‐Ortiz, I., Caballero, R., Freire, M., & Fernández‐Manjón, B. (2020). Predicting students’ knowledge after playing a serious game based on learning analytics data: A case study. Journal of Computer Assisted Learning, 36(3), 350-358. https://doi.org/10.1111/jcal.12405
3. Alrehaili, E. A., & Al Osman, H. (2019). A virtual reality role-playing serious game for experiential learning. Interactive Learning Environments, 1-14. https://doi.org/10.1080/10494820.2019.1703008
4. Arici, F., Yildirim, P., Caliklar, Ş., & Yilmaz, R. M. (2019). Research trends in the use of augmented reality in science education: Content and bibliometric mapping analysis. Computers & Education, 142, 103647. https://doi.org/10.1016/j.compedu.2019.103647
5. Baek, S., Park, J. Y., & Han, J. (2016). Teacher assessment of simulation-based serious games for science education. International Journal of Serious Games, 3(3), 59-66. https://doi.org/10.17083/ijsg.v3i3.123
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