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](https://asset.jmir.pub/assets/2a377b1c5119c7e24159d0989fafa38b.png 480w,https://asset.jmir.pub/assets/2a377b1c5119c7e24159d0989fafa38b.png 960w,https://asset.jmir.pub/assets/2a377b1c5119c7e24159d0989fafa38b.png 1920w,https://asset.jmir.pub/assets/2a377b1c5119c7e24159d0989fafa38b.png 2500w)
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
Books/Policy Documents
- Kiron N, Vassileva J. Learning and Collaboration Technologies. View