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Using Gamification to Increase Student Engagement and Participation in Class Discussion
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Using Gamification to Increase Student Engagement and Participation in Class Discussion (2012)Using Gamification to Increase Student En…Kahoot, is it fun or unfun? Gamifying vocabulary learning to boost exam scores, engagement, and motivation (2022)Kahoot, is it fun or unfun? G…Just opt in: How choosing to engage with technology impacts business students’ academic performance (2019)Just opt in: How choosing to …Using Game Elements to Increase Student Engagement in Course Assignments (2016)Using Game Elements to Increa…Gamification Approach to Enhance Students Engagement in Studying Language course (2016)Gamification Approach to Enha…What video games have to teach us about learning and literacy (2003)What Video Games Have to Teach Us about Learning and Literacy (2004)The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)Enhancing student engagement in business sustainability through games (2018)Gamification in nursing (2020)A motivational approach to self: integration in personality. (1990)Reality is broken: why games make us better and how they can change the world (2012)Analyzing Gamification Impact on a Mastery Learning Introductory Programming Course (2019)Pendekatan Gamifikasi dalam Pembelajaran Bahasa Arab (2019)Self-efficacy: the exercise of control (1997)Self-Efficacy: The Exercise of Control (1999)Handbook of Positive Psychology (2001)Intrinsic Motivation and Self-Determination in Human Behavior (1985)PSYCHOLOGICAL CONDITIONS OF PERSONAL ENGAGEMENT AND DISENGAGEMENT AT WORK. (1990)From game design elements to gamefulness (2011)Effect of using gamification of “Kahoot!” as a learning method on stress symptoms, anxiety symptoms, self-efficacy, and academic achievement among university students (2024)Kahoot! Game‐based digital learning platform: A comprehensive meta‐analysis (2024)
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  • 2016Using Game Elements to Increase Student Engagement in Course Assignments55 cited
  • 2019Just opt in: How choosing to engage with technology impacts business students’ academic performance47 cited
  • 2022Kahoot, is it fun or unfun? Gamifying vocabulary learning to boost exam scores, engagement, and motivation44 cited
  • 2016Gamification Approach to Enhance Students Engagement in Studying Language course41 cited

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