Pacing in Serious Games: Exploring the Effects of Presentation Speed on Cognitive Load, Engagement and Learning Gains
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DOI: 10.1177/1046878120902502
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References listed on IDEAS
- Heather L. O'Brien & Elaine G. Toms, 2008. "What is user engagement? A conceptual framework for defining user engagement with technology," Journal of the American Society for Information Science and Technology, Association for Information Science & Technology, vol. 59(6), pages 938-955, April.
- Nina Imlig-Iten & Dominik Petko, 2018. "Comparing Serious Games and Educational Simulations: Effects on Enjoyment, Deep Thinking, Interest and Cognitive Learning Gains," Simulation & Gaming, , vol. 49(4), pages 401-422, August.
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- Marieke de Wijse-van Heeswijk, 2021. "Ethics and the Simulation Facilitator: Taking your Professional Role Seriously," Simulation & Gaming, , vol. 52(3), pages 312-332, June.
- J. Tuomas Harviainen, 2020. "Real, Half-Real, Irreal, Unreal," Simulation & Gaming, , vol. 51(2), pages 111-113, April.
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Keywords
cognitive load; engagement; game-based learning; pacing; serious games;All these keywords.
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