IM+io Fachmagazin, Ausgabe 2021/2
Ich will doch nur spielen! Warum Lernspiele die Mitarbeitermotivation steigern
Sven R. Becker, Stephan Urbanski, imc AG
LITERATURANGABEN:
[1] Johan Huizinga (Autor), Andreas Flitner (Hrsg.): Homo ludens. Vom Ursprung der Kultur im Spiel („Homo ludens“, 1939).
[2] May (2020): Die Gaming-Trends 2020. URL: https://www.bitkom.org/sites/default/files/2020-08/bitkom-prasentation-gaming-trends-2020_final.pdf
[3] Baron (2021): Cognitive Flow: The psychology of great game design. URL: https://www.gamasutra.com/view/feature/166972/cognitive_flow_the_psychology_of_.php?print=1
[4] Jordan K (2015): Mook Completion rates: The Data
[5] KE, F. (2009): A qualitative meta-analysis of computer games as learning tools. In: R. E. FERDIG (Hg.). Handbook of research on effective electronic gaming in education. New York: IGI Global.
[6] VOGEL, J. J.; VOGEL, D.; CANNON-BOWERS, J.; BOWERS, C. A.; MUSE, K. & WRIGHT, M. (2006b). Computer gaming and interactive simulations for learning: A meta-analysis. Journal of Educational Computing Research, 34.