SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
The motivation of gameplay
5 references·16 citing·44 second hop
The motivation of gameplay (2002)The motivation of gameplayDigital Game-Based Learning (2020)Digital Game-Based LearningOxford English dictionary (2004)Oxford English dictionaryHigh-Tech Heretic: Why Computers Don't Belong in the Classroom and Other Reflections by a Computer Contrarian (1999)High-Tech Heretic: Why Comput…Being Digital (1995)Being DigitalHomo Ludens: A Study of the Play-Element in Culture. (1951)Homo Ludens: A Study of the P…Effects of digital games on student motivation in mathematics: A meta‐analysis in K‐12 (2021)Effects of digital games on s…Effectiveness of Gamification in Flipped Learning (2020)Effectiveness of Gamification…Contextualized mobile game-based learning application for computing education (2020)Contextualized mobile game-ba…The Effect of Gamification Activities on Students' Academic Achievements in Social Studies Course, Attitudes towards the Course and Cooperative Learning Skills (2019)The Effect of Gamification Ac…Serious games for health: three steps forwards (2017)Serious games for health: thr…Multimodal Student Engagement Recognition in Prosocial Games (2017)Multimodal Student Engagement…A Gamificação como Estratégia de Engajamento e Motivação na Educação (2017)A Gamificação como Estratégia…Studying student differentiation in gamified education: A long-term study (2016)Studying student differentiat…Enhancing workplace motivation through gamification: Transferrable lessons from pedagogy (2016)Enhancing workplace motivatio…Measuring Effectiveness of Persuasive Games Using an Informative Control Condition (2015)Measuring Effectiveness of Pe…GradeCraft (2013)GradeCraftFun and Games and Boredom (2012)Fun and Games and BoredomExperiences of Promoting Student Engagement Through Game-Enhanced Learning (2011)Experiences of Promoting Stud…Using Video Games to Support Pre-Service Elementary Teachers Learning of Basic Physics Principles (2010)Using Video Games to Support …Children’s choices and strategies in video games (2010)Children’s choices and strate…Third generation educational use of computer games (2007)Third generation educational …Voices of the Mind: A Sociocultural Approach to Mediated Action (1991)Communities of practice learning, meaning, and identity (1999)What Video Games Have to Teach Us about Learning and Literacy (2004)The effectiveness of adaptive difficulty adjustments on students' motivation and learning in an educational computer game (2013)Theoretical View to The Approach of The Edutainment (2015)A Brief History of Serious Games (2016)Mind in Society: The Development of Higher Psychological Processes (1978)Life on the Screen: Identity in the Age of the Internet (1997)Friends, fun, frustration and fantasy: Child motivations for video game play (2012)Gender and player characteristics in video game play of preadolescents (2012)Addictive Online Games: Examining the Relationship Between Game Genres and Internet Gaming Disorder (2016)A theory of human motivation. (1943)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Can gamification improve financial behavior? The moderating role of app expertise (2019)The key elements of gamification in corporate training – The Delphi method (2021)Game on! A state-of-the-art overview of doing business with gamification (2023)Flow: the psychology of optimal experience (1990)From game design elements to gamefulness (2011)Elements of Gameful Design Emerging from User Preferences (2017)Empirical validation of the Gamification User Types Hexad scale in English and Spanish (2018)Effect of Digital Game-Based Learning on Student Engagement and Motivation (2023)Active learning increases student performance in science, engineering, and mathematics (2014)Learning good manufacturing practices in an escape room: Validation of a new pedagogical tool (2019)A Serious Game Designed to Promote Safe Behaviors Among Health Care Workers During the COVID-19 Pandemic: Development of “Escape COVID-19” (2020)Serious games for environmental education (2023)Bias in meta-analysis detected by a simple, graphical test (1997)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement (2009)Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement (2009)Do games reduce maths anxiety? A meta-analysis (2022)Applying game-based learning to a primary school class in computer science terminology learning (2023)Gender-moderated effects of academic self-concept on achievement, motivation, performance, and self-efficacy: A systematic review (2023)Identity and agency in cultural worlds (1999)Games, Motivation, and Learning: A Research and Practice Model (2002)Gamification in theory and action: A survey (2014)The Theory and Practice of Online Learning (2008)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Handbook of Self-Regulation of Learning and Performance (2017)The Local and the Global: The Anthropology of Globalization and Transnationalism (1995)Social Implications of the Internet (2001)News vs. Entertainment: How Increasing Media Choice Widens Gaps in Political Knowledge and Turnout (2005)Psychological and implied contracts in organizations (1989)Mindfulness: A Proposed Operational Definition (2004)A typology of reviews: an analysis of 14 review types and associated methodologies (2009)
this work references cited by second hop

References

  • 1951Homo Ludens: A Study of the Play-Element in Culture.6,561 cited
  • 1995Being Digital3,041 cited
  • 2020Digital Game-Based Learning2,893 cited
  • 2004Oxford English dictionary2,665 cited
  • 1999High-Tech Heretic: Why Computers Don't Belong in the Classroom and Other Reflections by a Computer Contrarian64 cited

Cited by

  • 2007Third generation educational use of computer games229 cited
  • 2016Studying student differentiation in gamified education: A long-term study209 cited
  • 2016Enhancing workplace motivation through gamification: Transferrable lessons from pedagogy130 cited
  • 2017Serious games for health: three steps forwards124 cited
  • 2010Children’s choices and strategies in video games113 cited
  • 2021Effects of digital games on student motivation in mathematics: A meta‐analysis in K‐12108 cited
  • 2015Measuring Effectiveness of Persuasive Games Using an Informative Control Condition70 cited
  • 2019The Effect of Gamification Activities on Students' Academic Achievements in Social Studies Course, Attitudes towards the Course and Cooperative Learning Skills68 cited
  • 2010Using Video Games to Support Pre-Service Elementary Teachers Learning of Basic Physics Principles66 cited

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

2013
GradeCraft
61 cited
  • 2017Multimodal Student Engagement Recognition in Prosocial Games61 cited
  • 2012Fun and Games and Boredom60 cited
  • 2017A Gamificação como Estratégia de Engajamento e Motivação na Educação56 cited
  • 2011Experiences of Promoting Student Engagement Through Game-Enhanced Learning55 cited
  • 2020Effectiveness of Gamification in Flipped Learning51 cited
  • 2020Contextualized mobile game-based learning application for computing education48 cited