Published on in Vol 10, No 2 (2022): Apr-Jun

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/30464, first published .
Identifying Player Types to Tailor Game-Based Learning Design to Learners: Cross-sectional Survey using Q Methodology

Identifying Player Types to Tailor Game-Based Learning Design to Learners: Cross-sectional Survey using Q Methodology

Identifying Player Types to Tailor Game-Based Learning Design to Learners: Cross-sectional Survey using Q Methodology

Journals

  1. Moro C, Phelps C, Birt J. Improving serious games by crowdsourcing feedback from the STEAM online gaming community. The Internet and Higher Education 2022;55:100874 View
  2. Moradi M, Mahdavinasab Y, Mehrvarz M. Adapting player styles to enhance learning and retention in high school science education. E-Learning and Digital Media 2024 View
  3. Brandl L, Schrader A. Student Player Types in Higher Education—Trial and Clustering Analyses. Education Sciences 2024;14(4):352 View
  4. Huang W, Wang T, Tong Y. The effect of gamified project-based learning with AIGC in information literacy education. Innovations in Education and Teaching International 2024:1 View
  5. Wamucii C, van Oel P, Teuling A, Ligtenberg A, Gathenya J, Speelman E. Serious gaming as an experiential learning tool: exploring the human–water perspectives in the case of Mt. Kenya water tower. Frontiers in Water 2025;7 View
  6. Kocsis Z, Bodnár D, Csák Z, Pusztai G. K.Ö.SZ.I. – Kommunikáció és Összhang a Szülők és az Iskola között. Iskolakultúra 2025;35(3):3 View

Books/Policy Documents

  1. Kiron N, Vassileva J. Learning and Collaboration Technologies. View
  2. Risley K, Wanick V. Games and Learning Alliance. View

Conference Proceedings

  1. Karthan M, Hieber D, Kreuder A, Frick U, Pryss R, Schobel J. 2023 IEEE 36th International Symposium on Computer-Based Medical Systems (CBMS). Concept and Requirements for an Educational Serious Game Teaching Pandemic Management View