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Gamification for productive interaction: Reading and working with the gamification debate in education
5 references·2 citing·35 second hop
Gamification for productive interaction: Reading and working with the gamification debate in education (2013)Gamification for productive interaction: …Situated motivational affordances of game elements: A conceptual model (2011)Situated motivational afforda…Gaming the Game (2011)Gaming the GameFrom game design elements to gamefulness (2011)From game design elements to …Developing games and simulations for today and tomorrow’s tech savvy youth (2005)Developing games and simulati…Engaged Participation versus Marginal Nonparticipation: A Stridently Sociocultural Approach to Acheivement Motivation (2003)Engaged Participation versus …Comparing the effects of digital and non-digital gamification on EFL learners’ collocation knowledge, perceptions, and sense of flow (2022)Comparing the effects of digi…An open framework to geotag and locate plants around the world (2015)An open framework to geotag a…Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps (2011)An empirical study of gamification impact on e-Learning environment (2013)GaML - A Modeling Language for Gamification (2013)Interaction Analysis: Foundations and Practice (1995)Rules of Play: Game Design Fundamentals (2003)Half-Real: Video Games between Real Rules and Fictional Worlds (2005)The Coaching Cycle (2012)Goal-Setting in Educational Video Games (2016)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Gamification. using game-design elements in non-gaming contexts (2011)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Gamification in theory and action: A survey (2014)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Design Experiments: Theoretical and Methodological Challenges in Creating Complex Interventions in Classroom Settings (1992)What video games have to teach us about learning and literacy (2003)What Video Games Have to Teach Us about Learning and Literacy (2004)An Evolutionary Approach to Harnessing Complex Systems Thinking in the Science and Technology Classroom (2007)Making Computer Games and Design Thinking (2008)Towards a Serious Game to Help Students LearnComputer Programming (2009)Mind in Society: The Development of Higher Psychological Processes (1978)Situated Learning: Legitimate Peripheral Participation. (1994)Communities of practice learning, meaning, and identity (1999)Problem-based learning (PBL): Getting the most out of your students – Their roles and responsibilities: AMEE Guide No. 84 (2013)Situating Motivation (2015)A situative turn in the conversation on motivation theories (2020)Homo Ludens: A Study of the Play-Element in Culture. (1951)A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. (1999)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Gamifying an ICT course: Influences on engagement and academic performance (2016)How gamification of an enterprise collaboration system increases knowledge contribution: an affordance approach (2017)Does educational gamification improve students’ motivation? If so, which game elements work best? (2018)Self-Efficacy in Changing Societies (1995)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Using thematic analysis in psychology (2006)
this work references cited by second hop

References

  • 2011From game design elements to gamefulness8,391 cited
  • 2011Situated motivational affordances of game elements: A conceptual model216 cited
  • 2003Engaged Participation versus Marginal Nonparticipation: A Stridently Sociocultural Approach to Acheivement Motivation160 cited
  • 2005Developing games and simulations for today and tomorrow’s tech savvy youth146 cited
  • 2011Gaming the Game58 cited

Cited by

  • 2022Comparing the effects of digital and non-digital gamification on EFL learners’ collocation knowledge, perceptions, and sense of flow44 cited
  • 2015An open framework to geotag and locate plants around the world4 cited

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