2022 International Conference on Frontiers of Information Technology (FIT) 2022
DOI: 10.1109/fit57066.2022.00064
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Impact of Serious Game Design Factors and Problem based Pedagogy on Learning outcome

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Cited by 4 publications
(2 citation statements)
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“…As shown in Table 2, the significant majority of publications are in quartile Q1. The 71 scientific and academic documents covered a wide range of subject areas: Social Sciences (35), Engineering (18), Business, Management and Accounting (16), Computer Science (12), Medicine (10), Pharmacology, Toxicology and Pharmaceutics (5), Economics, Econometrics and Finance (5), Biochemistry, Genetics and Molecular Biology (5), Mathematics (4), Nursing (3), Health Professions (3), Psychology (2), Immunology and Microbiology (2), Decision Sciences (2), Chemical Engineering (2), Materials Science (1), Energy (1), Chemistry (1), Arts and Humanities (1), and Agricultural and Biological Sciences (1).…”
Section: Documents Yearmentioning
confidence: 99%
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“…As shown in Table 2, the significant majority of publications are in quartile Q1. The 71 scientific and academic documents covered a wide range of subject areas: Social Sciences (35), Engineering (18), Business, Management and Accounting (16), Computer Science (12), Medicine (10), Pharmacology, Toxicology and Pharmaceutics (5), Economics, Econometrics and Finance (5), Biochemistry, Genetics and Molecular Biology (5), Mathematics (4), Nursing (3), Health Professions (3), Psychology (2), Immunology and Microbiology (2), Decision Sciences (2), Chemical Engineering (2), Materials Science (1), Energy (1), Chemistry (1), Arts and Humanities (1), and Agricultural and Biological Sciences (1).…”
Section: Documents Yearmentioning
confidence: 99%
“…Correia and Simões-Marques [15] explain that these games often involve challenges such as product launches, competitive market analysis, pricing strategies, and advertising campaigns. A serious game in PBL might require students to manage a virtual company, where they need to balance budgets, respond to consumer trends, and compete against other virtual businesses [16]. This immersive learning experience allows students to experiment with different marketing tactics, understand the consequences of their decisions, and develop problem-solving skills in a risk-free environment [15].…”
Section: Serious Gamesmentioning
confidence: 99%