Articles de revues sur le sujet « Serious games, team effectivene »
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Kaimara, Polyxeni, Emmanuel Fokides, Antonia Plerou, Pinelopi Atsikpasi, and Ioannis Deliyannis. "Serious Games Effect Analysis On Player's Characteristics." International Journal of Smart Education and Urban Society 11, no. 1 (2020): 75–91. http://dx.doi.org/10.4018/ijseus.2020010106.
Texte intégralDenholm, John A., Aristidis Protopsaltis, and Sara de Freitas. "The Value of Team-Based Mixed-Reality (TBMR) Games in Higher Education." International Journal of Game-Based Learning 3, no. 1 (2013): 18–33. http://dx.doi.org/10.4018/ijgbl.2013010102.
Texte intégralBarnabè, Federico, Maria Cleofe Giorgino, Jacopo Guercini, Caterina Bianciardi, and Vincenzo Mezzatesta. "Engaging professionals with serious games: the Lean Healthcare Lab at Siena University Hospital." Development and Learning in Organizations: An International Journal 31, no. 3 (2017): 7–10. http://dx.doi.org/10.1108/dlo-06-2016-0051.
Texte intégralSharifzadeh, Nahid, Hadi Kharrazi, Elham Nazari, et al. "Health Education Serious Games Targeting Health Care Providers, Patients, and Public Health Users: Scoping Review." JMIR Serious Games 8, no. 1 (2020): e13459. http://dx.doi.org/10.2196/13459.
Texte intégralOliveira, Rháleff N. R., Rafaela V. Rocha, and Denise H. Goya. "Planning the Design and Execution of Student Performance Assessment in Serious Games." Journal on Interactive Systems 12, no. 1 (2021): 172–90. http://dx.doi.org/10.5753/jis.2021.1907.
Texte intégralOlha, Borysova, Shutova Svitlana, Nagorna Viktoriia, Shlonska Olha, Serebriakov Oleh, and Mytko Artur. "CHARACTERISTICS OF COMPETITIVE ACTIVITY OF UKRAINIAN NATIONAL TEAMS IN SPORTS GAMES IN THE INTERNATIONAL AREA." Sport Science and Human Health 4, no. 2 (2020): 27–37. http://dx.doi.org/10.28925/2664-2069.2020.2.3.
Texte intégralHaddad, Naif A. "Multimedia and cultural heritage: a discussion for the community involved in children's heritage edutainment and serious games in the 21st century." Virtual Archaeology Review 7, no. 14 (2016): 61. http://dx.doi.org/10.4995/var.2015.4191.
Texte intégralHaddad, Naif A. "Multimedia and cultural heritage: a discussion for the community involved in children's heritage edutainment and serious games in the 21st century." Virtual Archaeology Review 7, no. 14 (2016): 61. http://dx.doi.org/10.4995/var.2016.4191.
Texte intégralHolzmann, Sophie Laura, Hanna Schäfer, Georg Groh, et al. "Short-Term Effects of the Serious Game “Fit, Food, Fun” on Nutritional Knowledge: A Pilot Study among Children and Adolescents." Nutrients 11, no. 9 (2019): 2031. http://dx.doi.org/10.3390/nu11092031.
Texte intégralAbraham, Olufunmilola, Lisa Szela, Mahnoor Khan, and Amrita Geddam. "Exploring Middle School Students’ Perspectives on Using Serious Games for Cancer Prevention Education: Focus Group Study." JMIR Serious Games 10, no. 1 (2022): e31172. http://dx.doi.org/10.2196/31172.
Texte intégralKusuma, Triya Ulva. "PERAN EDUKASI GIZI DALAM PENCEGAHAN ANEMIA PADA REMAJA DI INDONESIA: LITERATURE REVIEW." Jurnal Surya Muda 4, no. 1 (2022): 61–78. http://dx.doi.org/10.38102/jsm.v4i1.162.
Texte intégralLaurent, Maxence, Sandra Monnier, Audrey Huguenin, Pierre-Benjamin Monaco, and Dominique Jaccard. "Design Principles for Serious Games Authoring Tool." International Journal of Serious Games 9, no. 4 (2022): 63–87. http://dx.doi.org/10.17083/ijsg.v9i4.458.
Texte intégralBozanta, Aysun, Birgul Kutlu, Nuket Nowlan, and Shervin Shirmohammadi. "Multi User Virtual Environments and Serious Games for Team Building." Procedia Computer Science 15 (2012): 301–2. http://dx.doi.org/10.1016/j.procs.2012.10.086.
Texte intégralSalvador-Ullauri, Luis, Patricia Acosta-Vargas, and Sergio Luján-Mora. "Web-Based Serious Games and Accessibility: A Systematic Literature Review." Applied Sciences 10, no. 21 (2020): 7859. http://dx.doi.org/10.3390/app10217859.
Texte intégralAdaji, Ifeoma. "Serious Games for Healthy Nutrition. A Systematic Literature Review." International Journal of Serious Games 9, no. 1 (2022): 3–16. http://dx.doi.org/10.17083/ijsg.v9i1.466.
Texte intégralCooney, Adeline, and Eamon Darcy. "‘It was fun’: Exploring the pedagogical value of collaborative educational games." Journal of University Teaching and Learning Practice 17, no. 3 (2020): 37–52. http://dx.doi.org/10.53761/1.17.3.4.
Texte intégralMunhoz, Daniela Rosito Michella, Luciane Maria Fadel, Carla Galvão Spinillo, Ana Emília Figueiredo de Oliveira, Katherine Marjorie Mendonça de Assis, and Dilson José Lins Rabêlo Júnior. "A Human Centred-Design Approach to a Serious Game in Health Training for the Open University of the Unified Health System (UNA-SUS/UFMA) in Brazil." European Journal of Teaching and Education 2, no. 3 (2020): 24–34. http://dx.doi.org/10.33422/ejte.v2i3.493.
Texte intégralBozanta, Aysun, Birgul Kutlu, Nuket Nowlan, and Shervin Shirmohammadi. "Effects of serious games on perceived team cohesiveness in a multi-user virtual environment." Computers in Human Behavior 59 (June 2016): 380–88. http://dx.doi.org/10.1016/j.chb.2016.02.042.
Texte intégralMayer, Igor. "Assessment of Teams in a Digital Game Environment." Simulation & Gaming 49, no. 6 (2018): 602–19. http://dx.doi.org/10.1177/1046878118770831.
Texte intégralAuxier, John W. "That Dragon, Cancer Goes to Seminary." Christian Education Journal: Research on Educational Ministry 15, no. 1 (2018): 105–17. http://dx.doi.org/10.1177/0739891318759725.
Texte intégralJaccard, Dominique, Laurent Suppan, and Félicia Bielser. "Contribution of the co.LAB Framework to the Collaborative Design of Serious Games: Mixed Methods Validation Study." JMIR Serious Games 9, no. 4 (2021): e33144. http://dx.doi.org/10.2196/33144.
Texte intégralDima, Mariza, Alexandra Xanthaki, Thaleia Deniozou, and Colin Luoma. "The Rights Hero – Serious Games for Human Rights Education and Integration of Migrant and Refugee Children in Europe." International Journal of Children’s Rights 30, no. 1 (2022): 41–71. http://dx.doi.org/10.1163/15718182-30010004.
Texte intégralBates, Matthew Ian, David Brown, Wayne Cranton, and James Lewis. "Formulating a Serious-Games Design Project for Adult Offenders with the Probation Service." International Journal of Game-Based Learning 1, no. 4 (2011): 1–10. http://dx.doi.org/10.4018/ijgbl.2011100101.
Texte intégralWeber, Alexander E., Nicholas A. Trasolini, Ioanna K. Bolia, et al. "Epidemiologic Assessment of Concussions in an NCAA Division I Women’s Soccer Team." Orthopaedic Journal of Sports Medicine 8, no. 5 (2020): 232596712092174. http://dx.doi.org/10.1177/2325967120921746.
Texte intégralAbbott, Daisy, Sandy Louchart, and Olga Chatzifoti. "Provocative Games to Encourage Critical Reflection." European Conference on Games Based Learning 16, no. 1 (2022): 1–10. http://dx.doi.org/10.34190/ecgbl.16.1.486.
Texte intégralCoovert, Michael D., Jennifer Winner, and Winston Bennett. "Construct Development and Validation in Game-Based Research." Simulation & Gaming 48, no. 2 (2016): 236–48. http://dx.doi.org/10.1177/1046878116682661.
Texte intégralAlaka, Shaad, Max Lopes Cunha, Jop Vermeer, Nestor Z. Salamon, J. Timothy Balint, and Rafael Bidarra. "Stimulating ideation in new teams with the mobile game Grapplenauts." International Journal of Serious Games 6, no. 4 (2019): 87–101. http://dx.doi.org/10.17083/ijsg.v6i4.325.
Texte intégralHuang, S. Y., P. Sneath, D. Tsoy, et al. "P073: The GridlockED board game: using serious games for medical education." CJEM 20, S1 (2018): S82—S83. http://dx.doi.org/10.1017/cem.2018.271.
Texte intégralJaouen, Luc, and Olivier Robin. "Explaining and teaching acoustics through comics, interactive web pages, and video games." Journal of the Acoustical Society of America 152, no. 2 (2022): 745–53. http://dx.doi.org/10.1121/10.0013011.
Texte intégralPowell, Anna. "True stories: Storytelling and empathy in None in Three’s digital game narratives." Book 2.0 10, no. 1 (2020): 99–115. http://dx.doi.org/10.1386/btwo_00022_1.
Texte intégralSilva-Lavigne, Nicole, Alena Valderrama, Sandra Pelaez, et al. "Acceptability of Serious Games in Pediatric Asthma Education and Self-management: Pilot Study." JMIR Pediatrics and Parenting 5, no. 2 (2022): e33389. http://dx.doi.org/10.2196/33389.
Texte intégralGarita Hernández, Francisco A., Fulvio Lizano Madriz, and Carmen Ma Cordero Esquivel. "Metodologías para el Desarrollo de Videojuegos Serios: Una Revisión de Literatura." Tecnología Educativa Revista CONAIC 6, no. 1 (2021): 103–14. http://dx.doi.org/10.32671/terc.v6i1.55.
Texte intégralHernández, Francisco A. Garita, Fulvio Lizano Madriz, and Carmen Ma Cordero Esquivel. "Metodologías para el Desarrollo de Videojuegos Serios: Una Revisión de Literatura." Tecnología Educativa Revista CONAIC 6, no. 1 (2019): 103–14. http://dx.doi.org/10.32671/terc.v6i1.85.
Texte intégralOvsyannikova, Inna N., Konstantin G. Tomilin, Yulia A. Tumasyan, Yulia A. Vasilkovskaya, and Ludmila V. Malygina. "Game method to increase students' motivation to engage in elective disciplines in physical culture and sports." Physical education of students 25, no. 3 (2021): 197–204. http://dx.doi.org/10.15561/20755279.2021.0308.
Texte intégralSuper, Janice Francis, Teresa K. Betts, Heath Keller, and Joy Roach Humphreys. "Simulation Game Outcomes: A Multilevel Examination of Knowledge Sharing Norms, Transactive Memory Systems, and Individual Learning Goal Orientations." Simulation & Gaming 51, no. 6 (2020): 830–58. http://dx.doi.org/10.1177/1046878120943255.
Texte intégralHale, S., and T. Chan. "P061: Post-market surveillance of a serious board game: the GridlockED experience." CJEM 21, S1 (2019): S85. http://dx.doi.org/10.1017/cem.2019.252.
Texte intégralIsik, Utku. "How to Be a Serious Leisure Participant? (A Case Study)." Journal of Education and Training Studies 6, no. 9 (2018): 146. http://dx.doi.org/10.11114/jets.v6i9.3453.
Texte intégralChang, Benjamin, Shawn Lawson, Kathleen Ruiz, et al. "4403 Cure Quest: Team Science of Game Design for Medical Education." Journal of Clinical and Translational Science 4, s1 (2020): 59. http://dx.doi.org/10.1017/cts.2020.205.
Texte intégralChaibate, Hind, Amine Hadek, Souad Ajana, and Soumia Bakkali. "Analytical Hierarchy Process Applied to Pedagogical Method Selection Problems." Education Research International 2021 (February 26, 2021): 1–13. http://dx.doi.org/10.1155/2021/6664758.
Texte intégralPoplin, Alenka, Linda Shenk, and Ulrike Passe. "Transforming Pervasive into Collaborative: Engaging Youth as Leaders with GIS through a Framework that Integrates Technologies, Storytelling, and Action." Interaction Design and Architecture(s), no. 35 (December 20, 2017): 182–204. http://dx.doi.org/10.55612/s-5002-035-009.
Texte intégralKapp, Felix, and Anna Seidel. "Simkult: Ein Serious Game zur Förderung der Sicherheit und Gesundheit bei der Arbeit." ASU Arbeitsmedizin Sozialmedizin Umweltmedizin 2020, no. 10 (2020): 642–44. http://dx.doi.org/10.17147/asu-2010-7670.
Texte intégralMehmood, Fahad, Omair Haroon, and Zainab Riaz. "It’s Just Not Cricket!" Asian Journal of Management Cases 18, no. 1 (2021): 80–97. http://dx.doi.org/10.1177/0972820120978708.
Texte intégralLuengvilai, Chainarong, and Pitipong Yodmongkol. "Mediation Game When the Conflict Can Be Fun to Learn—A Legal Skill Learning Tool: The Integration of Knowledge Management, Learning Theory and Serious Game Concept." International Education Studies 9, no. 5 (2016): 219. http://dx.doi.org/10.5539/ies.v9n5p219.
Texte intégralChang, Benjamin, Shawn Lawson, Kathleen Ruiz, et al. "2515 Cure Quest: Teaching the complexities of drug discovery and development through an adventure game." Journal of Clinical and Translational Science 2, S1 (2018): 53. http://dx.doi.org/10.1017/cts.2018.202.
Texte intégralSzeto, Mindy D., Daniel Strock, Jarett Anderson, et al. "Gamification and Game-Based Strategies for Dermatology Education: Narrative Review." JMIR Dermatology 4, no. 2 (2021): e30325. http://dx.doi.org/10.2196/30325.
Texte intégralIngadóttir, B., S. Zoëga, K. Blöndal, D. Thue, I. Thylen, and T. Jaarsmaa. "The potential use of a serious game to help patients learn about post-operative pain management – An evaluation study." Scandinavian Journal of Pain 16, no. 1 (2017): 186. http://dx.doi.org/10.1016/j.sjpain.2017.04.061.
Texte intégralTokarieva, Anastasiia V., and Inna V. Сhyzhykova. "UNDERSTANDING EDUCATORS’ EXPERIENCE AND ATTITUDE TO GAMIFIED LEARNING APPLICATIONS." Bulletin of Alfred Nobel University Series "Pedagogy and Psychology» 1, no. 23 (2022): 211–22. http://dx.doi.org/10.32342/2522-4115-2022-1-23-25.
Texte intégralSingh, C. B., S. Y. Huang, E. Jeong, R. Dang, and T. M. Chan. "P143: An exploratory study to understand relationship between gameplay experience and observed actions." CJEM 20, S1 (2018): S107—S108. http://dx.doi.org/10.1017/cem.2018.341.
Texte intégralAbraham, Olufunmilola, Tanvee Thakur, and Randall Brown. "Developing a Theory-Driven Serious Game to Promote Prescription Opioid Safety Among Adolescents: Mixed Methods Study." JMIR Serious Games 8, no. 3 (2020): e18207. http://dx.doi.org/10.2196/18207.
Texte intégralEspinosa-Curiel, Ismael Edrein, Edgar Efrén Pozas-Bogarin, Jorge Luis Lozano-Salas, Juan Martínez-Miranda, Edwin Emeth Delgado-Pérez, and Lizeth Stefania Estrada-Zamarron. "Nutritional Education and Promotion of Healthy Eating Behaviors Among Mexican Children Through Video Games: Design and Pilot Test of FoodRateMaster." JMIR Serious Games 8, no. 2 (2020): e16431. http://dx.doi.org/10.2196/16431.
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