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
.

Journals
- 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
- 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
- Brandl L, Schrader A. Student Player Types in Higher Education—Trial and Clustering Analyses. Education Sciences 2024;14(4):352 View
- 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
- 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
- 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
Conference Proceedings
- 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
