1
Adhikari, Soni, Beyond culture: Helping international students avoid plagiarism, Journal of International Students, 8, 1, pp. 375-388, (2018)
2
Akhtar, Mohammad Khaled, A serious gaming tool: Bow River Sim for communicating integrated water resources management, Journal of Hydroinformatics, 22, 3, pp. 491-509, (2020)
3
Altomari, Luca, Gamification and Soft Skills Assessment in the Development of a Serious Game: Design and Feasibility Pilot Study, JMIR Serious Games, 11, (2023)
4
Advances in Mobile Learning Educational Research, (2022)
5
Barnabè, Federico, Engaging professionals with serious games: the Lean Healthcare Lab at Siena University Hospital, Development and Learning in Organizations, 31, 3, pp. 7-10, (2017)
6
Beatty, Joy E., Games and gamification in business school courses: Experiential education that creates engagement and flow, Decision Sciences Journal of Innovative Education, 19, 3, pp. 170-172, (2021)
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Investigating Perceptions of Stakeholders Positions Activities and Specialisations at A Serious Game Interest Area Nwu Vaal Masters Thesis, (2020)
8
13th Annual International Technology Education and Development Conference, (2019)
9
Carlier, Stephanie, A Software Engineering Framework for Reusable Design of Personalized Serious Games for Health: Development Study, JMIR Serious Games, 11, (2023)
10
Checa, David, Immersive virtual-reality computer-assembly serious game to enhance autonomous learning, Virtual Reality, 27, 4, pp. 3301-3318, (2023)