Toward a Taxonomy Linking Game Attributes to Learning
By Wendy L. Bedwell, Davin Pavlas, K. Heyne, Elizabeth H. Lazzara, Eduardo Salas. 2012
382 citations recorded by the source corpus.
Subfields: Artificial Intelligence, Developmental and Educational Psychology, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/dd6aa04f426fbd15860828696a46d5d11752d42b
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
In Developmental and Educational Psychology
- A. V. Gaalen
- J. Schönrock-Adema
- Tineke Bouwkamp-Timmer
- A. Jaarsma
- Janniko R. Georgiadis
- J. Brouwer
- Michael B. Armstrong
- Ariel Cortes
In Sociology and Political Science
- Matt C. Howard
- Azita Iliya Abdul Jabbar
- Michael B. Armstrong
- Patrick Felicia
- Richard N. Landers
- Elena M. Auer
- Andrew B. Collmus
- Michael Hoffman
Citations in the corpus
- A meta-analysis and systematic literature review of virtual reality rehabilitation programs (2017, background): “Particularly, VRR programsmay specifically prompt intrinsic motivation, especially if game elements are included (Bedwell et al., 2012; Bryanton et al., 2006; G€otz et al., 2011).”
- Gamification Science, Its History and Future: Definitions and a Research Agenda (2018, background): “For example, Bedwell, Pavlas, Heyne, Lazzara, and Salas (2012) developed a concise framework of game attributes for learning contexts that included elements such as adaptation, challenge, control, fantasy, and progress, and Landers (2014) incorporated these as the foundational constructs in his…”
- A systematic review of serious games in medical education: quality of evidence and pedagogical strategy (2018, background): “Bedwell [9] postulated nine characteristics that a serious game must have: an action language (a game offers some method of communication between the person and the game); assessment (tracks the number of correct answers); conflict or challenge; control, or the ability for the players to alter the…”
- Developing a Theory of Gamified Learning (2014, background): “Unfortunately, the generalizability of Landers and Callan’s (2011) work is somewhat limited in that it treats gamification much as early serious games research treated games (Bedwell et al., 2012).”
- 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”).”
- Gameplay Engagement and Learning in Game-Based Learning (2015, methodology): “…were categorized using this classification, in line with the literature, so as to capture key elements that create a dynamic experience and entertainment (Fullerton, 2008) and to identify game attributes related to learning (Bedwell, Pavlas, Heyne, Lazarra, & Salas, 2012), as shown in Table 3.”