Relationships Between Game Attributes and Learning Outcomes
By K. Wilson, Wendy L. Bedwell, Elizabeth H. Lazzara, Eduardo Salas, C. Shawn Burke, Jamie L. Estock, Kara L. Orvis, Curtis A. Conkey. 2009
583 citations recorded by the source corpus.
Subfields: Artificial Intelligence, Developmental and Educational Psychology, Education
View Paper: https://www.semanticscholar.org/paper/c1071af545c88147e6791e3cb6a3b48f307d796a
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Artificial Intelligence
- Richard N. Landers
- Traci Sitzmann
- Eduardo Salas
- Fengfeng Ke
- Ilse de Bourdeaudhuij
- Valerie J. Shute
- Karolien Poels
- Heidi Vandebosch
In Developmental and Educational Psychology
- Richard N. Landers
- Traci Sitzmann
- A. V. Gaalen
- J. Schönrock-Adema
- Tineke Bouwkamp-Timmer
- A. Jaarsma
- Janniko R. Georgiadis
- J. Brouwer
In Education
- Traci Sitzmann
- Matthew Ventura
- Eduardo Salas
- Fengfeng Ke
- Ilse de Bourdeaudhuij
- Valerie J. Shute
- Karolien Poels
- Heidi Vandebosch
Citations in the corpus
- A META-ANALYTIC EXAMINATION OF THE INSTRUCTIONAL EFFECTIVENESS OF COMPUTER-BASED SIMULATION GAMES (2011, methodology): “Consistent with Wilson et al. (2009) and the limitations noted in previous meta-analyses (e.g., Sitzmann, Ely, Brown, & Bauer, 2010), I found the level of detail reported in primary research restricted which attributes of simulation games and the instructional context could be meta-analytically…”
- The power of play: The effects of Portal 2 and Lumosity on cognitive and noncognitive skills (2015, background): “Digital games can also motivate students to learn valuable academic content and skills (e.g., Coller & Scott, 2009; Shute, Ventura, & Kim, 2013; for a review, see Tobias & Fletcher, 2011; Wilson et al., 2009; Young et al., 2012).”
- Gamification Science, Its History and Future: Definitions and a Research Agenda (2018, background): “…and theoretically to a variety of distal outcomes ranging from commonly studied outcomes like student learning (e.g., Domínguez et al., 2013; Wilson et al., 2009) to more novel outcomes such as exercise and nutrition (Pereira et al., 2014) or energy consumption (Gustafsson et al., 2009).”
- Toward a Taxonomy Linking Game Attributes to Learning (2012, methodology): “Garris et al., 2002 Source: Adapted from Wilson et al., 2009.”
- Developing a Theory of Gamified Learning (2014, background): “In search of a parsimonious definition of games, numerous researchers have developed taxonomies of game attributes, which for sake of brevity will not be rehashed here (for a comprehensive review, see Wilson et al., 2009).”
- Why Simulation Games Work-In Search of the Active Substance: A Synthesis (2010, background): “A recent article with a similar objective to ours but largely focusing on the context on the single player in (possibly multiplayer) computer games is by K. A. Wilson et al. (2009).”
- Gamification of health professions education: a systematic review (2020, methodology): “…education more comprehensive and transferable with regard to the game elements involved, we applied a conceptual framework of aggregated game elements that was originally proposed by Bedwell et al. (2012) and Wilson et al. (2009), and later modified by Landers (2014) (Table 2; “Appendix”).”
- A Meta-Analysis of Serious Digital Games for Healthy Lifestyle Promotion (2014, background): “For games, dynamic tailoring has been recommended based on the difficulty level the player canmaster (e.g. via providing hints when the challenge is too hard), to ensure flow and to provide all players with an optimal level of challenge (Charles et al., 2005; Wilson et al., 2009).”