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Oyunlaştırma ve eğitim
5 references·3 citing·27 second hop
Oyunlaştırma ve eğitim (2014)Oyunlaştırma ve eğitimDigital Natives, Digital Immigrants (2013)Digital Natives, Digital Immi…A User-Centered Theoretical Framework for Meaningful Gamification (2012)A User-Centered Theoretical F…Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps (2011)Gamification by Design: Imple…Understanding generational differences for competitive success (2007)Understanding generational di…Generations: The History of America's Future, 1584 to 2069 (1991)Generations: The History of A…Müze Uzmanlarının Oyunlaştırma Uygulamalarına Yönelik Algısı (2022)Müze Uzmanlarının Oyunlaştırm…Oyunlaştırma Yönteminin Öğrencilerin Motivasyonları Üzerine Etkisi (2017)Oyunlaştırma Yönteminin Öğren…Oyunlaştırılmış Çevrimiçi Sınıf Yanıtlama Sisteminin Akademik Başarıya Etkisi ve Sisteme Yönelik Görüşler (2017)Oyunlaştırılmış Çevrimiçi Sın…Digital Natives, Digital Immigrants Part 1 (2001)Digital Natives, Digital Immigrants Part 2: Do They Really Think Differently? (2001)First year students' experiences with technology: Are they really digital natives? (2008)H. Sapiens Digital: From Digital Immigrants and Digital Natives to Digital Wisdom (2009)Teaching digital natives: Partnering for real learning (2010)Generation X: Tales for an Accelerated Culture (1991)Generational Differences in Work Values: Leisure and Extrinsic Values Increasing, Social and Intrinsic Values Decreasing (2010)Are generational differences in work values fact or fiction? Multi-country evidence and implications (2011)Generational differences in work values and attitudes among frontline and service contact employees (2012)Handbook of Self-Determination Research (2004)From game design elements to gamefulness (2011)Gamifying learning experiences: Practical implications and outcomes (2013)Gamification for health and wellbeing: A systematic review of the literature (2016)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Self‐determination theory and work motivation (2005)Using Kahoot! as a Gamified Formative Assessment Tool: A case study (2019)A Revision of Bloom's Taxonomy: An Overview (2002)Aids to computer-based multimedia learning (2002)The Handbook of Blended Learning: Global Perspectives, Local Designs (2005)Comparing success and engagement in gamified learning experiences via Kahoot and Quizizz (2019)Welcome to the experience economy. (1998)Gamification in theory and action: A survey (2014)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Educating the Net Generation (2005)Egos Inflating Over Time: A Cross‐Temporal Meta‐Analysis of the Narcissistic Personality Inventory (2008)Changes in Dispositional Empathy in American College Students Over Time: A Meta-Analysis (2010)
this work references cited by second hop

References

  • 2013Digital Natives, Digital Immigrants3,238 cited
  • 2011Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps2,378 cited
  • 1991Generations: The History of America's Future, 1584 to 20692,194 cited
  • 2012A User-Centered Theoretical Framework for Meaningful Gamification563 cited
  • 2007Understanding generational differences for competitive success477 cited

Cited by

  • 2017Oyunlaştırma Yönteminin Öğrencilerin Motivasyonları Üzerine Etkisi29 cited
  • 2017Oyunlaştırılmış Çevrimiçi Sınıf Yanıtlama Sisteminin Akademik Başarıya Etkisi ve Sisteme Yönelik Görüşler24 cited
  • 2022Müze Uzmanlarının Oyunlaştırma Uygulamalarına Yönelik Algısı1 cited

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