Design and Development of Training Games 2014
DOI: 10.1017/cbo9781107280137.007
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Design Better Games

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Cited by 8 publications
(4 citation statements)
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“…A construct related to flow is motivation, which is important for treatment adherence [101] and learning outcomes, as reviewed by Murphy et al [105]. Some studies report VR setups to provide higher levels of motivation than conventional setups, in both young [106] and elderly subjects [107].…”
Section: Factors Of Immersion That Affect Training Outcomesmentioning
confidence: 99%
“…A construct related to flow is motivation, which is important for treatment adherence [101] and learning outcomes, as reviewed by Murphy et al [105]. Some studies report VR setups to provide higher levels of motivation than conventional setups, in both young [106] and elderly subjects [107].…”
Section: Factors Of Immersion That Affect Training Outcomesmentioning
confidence: 99%
“…Good design will help learners more easily achieve the flow state, in which they experience deep involvement and satisfaction with learning activities to the extent that they lose awareness of the time, effort, and repetition inherent in the learning process [21]. Based on references [22] and [23], four main antecedents that can contribute to the state of flow should be taken into consideration for the design, as follows:…”
Section: Game Mechanics Design For Learningmentioning
confidence: 99%
“…The most important argument for games is that they help students learn in the classroom (Lane 1995, 610; Murphy et al 2015, 165; Rivera and Simons 2008, 299; Ruben 1999). Although there continues to be skepticism about the pedagogical effectiveness of games (Raymond 2010; 2014; Raymond and Usherwood 2013), scholars increasingly have found evidence that they are effective (D’Angelo et al 2014; Kahn and Perez 2009, 333–4; Krain and Lantis 2006; McCarthy 2014; Rubel 2006, 112; Shapiro 2014; Shellman and Turan 2006; Silvia 2010).…”
Section: Whymentioning
confidence: 99%
“…Ultimately, games—even serious games—should be fun. Although this objective is secondary to the more important pedagogical goals of serious gaming, the more students enjoy the process of learning, the more quickly they will become engaged and the longer they will stay engaged—with not only the course material but also the broader curriculum (Murphy et al 2015, 33–8).…”
Section: Whymentioning
confidence: 99%