Published on in Vol 9, No 3 (2021): Jul-Sep

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/28674, first published .
The co.LAB Generic Framework for Collaborative Design of Serious Games: Development Study

The co.LAB Generic Framework for Collaborative Design of Serious Games: Development Study

The co.LAB Generic Framework for Collaborative Design of Serious Games: Development Study

Journals

  1. Suppan M, Stuby L, Harbarth S, Fehlmann C, Achab S, Abbas M, Suppan L. Nationwide Deployment of a Serious Game Designed to Improve COVID-19 Infection Prevention Practices in Switzerland: Prospective Web-Based Study. JMIR Serious Games 2021;9(4):e33003 View
  2. Jaccard D, Suppan L, Bielser F. Contribution of the co.LAB Framework to the Collaborative Design of Serious Games: Mixed Methods Validation Study. JMIR Serious Games 2021;9(4):e33144 View
  3. Jaccard D, Bonnier K, Hellström M. How might serious games trigger a transformation in project management education ? Lessons learned from 10 Years of experimentations. Project Leadership and Society 2022;3:100047 View
  4. Tan A, Koh E, Sankari U, Tang J, Goh C, Tan N. Effects of a serious game on knowledge, attitude and practice in vector control and dengue prevention among adults in primary care: A randomised controlled trial. DIGITAL HEALTH 2022;8:205520762211290 View
  5. Ishaq K, Rosdi F, Zin N, Abid A. Serious game design model for language learning in the cultural context. Education and Information Technologies 2022;27(7):9317 View
  6. Olgers T, van Os J, Bouma H, ter Maaten J. The validation of a serious game for teaching ultrasound skills. The Ultrasound Journal 2022;14(1) View
  7. Kermavnar T, Visch V, Desmet P. Games in Times of a Pandemic: Structured Overview of COVID-19 Serious Games. JMIR Serious Games 2023;11:e41766 View
  8. Georgiou Y, Hadjichambis A, Paraskeva-Hadjichambi D, Adamou A. “From Gamers into Environmental Citizens”: A Systematic Literature Review of Empirical Research on Behavior Change Games for Environmental Citizenship. Multimodal Technologies and Interaction 2023;7(8):80 View
  9. Rodríguez-Roca B, Calatayud E, Gomez-Soria I, Marcén-Román Y, Cuenca-Zaldivar J, Andrade-Gómez E, Subirón-Valera A. Assessing health science students’ gaming experience: a cross-sectional study. Frontiers in Education 2023;8 View
  10. Brandl L, Schrader A. Serious Games in Higher Education in the Transforming Process to Education 4.0—Systematized Review. Education Sciences 2024;14(3):281 View
  11. Huang X, Ali N, Sahrani S. Evolution and Future of Serious Game Technology for Older Adults. Information 2024;15(7):385 View
  12. Sarasmita M, Lee Y, Chan F, Chen H. Digital Serious Games to Promote Behavior Change in Children With Chronic Diseases: Scoping Review and Development of a Self-Management Learning Framework. Journal of Medical Internet Research 2024;26:e49692 View
  13. Almeida F, Buzady Z. FLIGBY for graduates' employability enhancement in Computer Engineering. Computer Applications in Engineering Education 2024;32(6) View
  14. Reyes-de-Cózar S, Merino-Cajaraville A. FABLE: A New Horizon in Digital Learning and Serious Game Design. Media and Communication 2024;13 View
  15. Obaid I, Farooq M. TechMark: a framework for the development, engagement, and motivation of software teams in IT organizations based on gamification. PeerJ Computer Science 2024;10:e2285 View