Minimalist design for active users
Human-computer interaction
The Nurnberg funnel: designing minimalist instruction for practical computer skill
The Nurnberg funnel: designing minimalist instruction for practical computer skill
Usability inspection methods
Community Support for Constructionist Learning
Computer Supported Cooperative Work - Special issue on interaction and collaboration in MUDs
Developer's Guide to Multiplayer Games with Cdrom
Developer's Guide to Multiplayer Games with Cdrom
Massively Multiplayer Game Developemnt
Massively Multiplayer Game Developemnt
A Future for Entertainment-Defense Research Collaboration
IEEE Computer Graphics and Applications
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Mud Game Programming
Situated Modelling of Scenarios
COMPSAC '04 Proceedings of the 28th Annual International Computer Software and Applications Conference - Volume 01
HICSS '06 Proceedings of the 39th Annual Hawaii International Conference on System Sciences - Volume 02
Engaging Learning: Designing e-Learning Simulation Games (Pfeiffer Essential Resources for Training and HR Professionals (Hardcover))
Empirical evaluation of an educational game on software measurement
Empirical Software Engineering
Towards a serious game to help students learn computer programming
International Journal of Computer Games Technology - Game Technology for Training and Education
Developing a serious game to evaluate and train group decision making skills
Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era
Visualization Tools for Teaching Computer Security
ACM Transactions on Computing Education (TOCE)
Adaptivity in Game-Based Learning: A New Perspective on Story
ICIDS '09 Proceedings of the 2nd Joint International Conference on Interactive Digital Storytelling: Interactive Storytelling
A task annotation model for sandbox Serious Games
CIG'09 Proceedings of the 5th international conference on Computational Intelligence and Games
Development of 3D Tawaf simulation for hajj training application using virtual environment
IVIC'11 Proceedings of the Second international conference on Visual informatics: sustaining research and innovations - Volume Part I
Entertaining education – using games-based and service-oriented learning to improve STEM education
Transactions on Edutainment III
Serious game and students' learning motivation: effect of context using prog&play
ITS'12 Proceedings of the 11th international conference on Intelligent Tutoring Systems
Evaluating an implementation of an adaptive game-based learning architecture
UMAP'12 Proceedings of the 20th international conference on User Modeling, Adaptation, and Personalization
A serious game model for cultural heritage
Journal on Computing and Cultural Heritage (JOCCH)
How to analyse therapeutic games: the player / game / therapy model
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
The participatory design of a simulation training game
Proceedings of the Winter Simulation Conference
Addressing teachers' concerns about the Prog&Play serious game with context adaptation
International Journal of Learning Technology
Assessment in and of serious games: an overview
Advances in Human-Computer Interaction - Special issue on User Assessment in Serious Games and Technology-Enhanced Learning
Journal of Computing Sciences in Colleges
Hi-index | 0.00 |
Serious games use entertainment principles, creativity, and technology to meet government or corporate training objectives, but these principles alone will not guarantee that the intended learning will occur. To be effective, serious games must incorporate sound cognitive, learning, and pedagogical principles into their design and structure. In this paper, we review cognitive principles that can be applied to improve the training effectiveness in serious games and we describe a process we used to design improvements for an existing game-based training application in the domain of cyber security education.