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User-enjoyable learning environment based on Gamification elements
16 references·6 citing·33 second hop
User-enjoyable learning environment based on Gamification elements (2015)User-enjoyable learning environment based…Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service (2013)Transforming homo economicus …The Gamification of Learning and Instruction Fieldbook: Ideas into Practice (2013)The Gamification of Learning …Gamifying learning experiences: Practical implications and outcomes (2013)Gamifying learning experience…E-leadership: Re-examining transformations in leadership source and transmission (2013)E-leadership: Re-examining tr…Removing gamification from an enterprise SNS (2012)Removing gamification from an…It was a bit of a race: gamification of version control (2012)It was a bit of a race: gamif…Industrial playgrounds (2012)Industrial playgroundsGamification (2012)GamificationEngineering design using game-enhanced CAD: The potential to augment the user experience with game elements (2012)Engineering design using game…Analysis and application of gamification (2012)Analysis and application of g…A social gamification framework for a K-6 learning platform (2012)A social gamification framewo…Gamification. using game-design elements in non-gaming contexts (2011)Gamification. using game-desi…Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps (2011)Gamification by Design: Imple…From Game Design Elements to Gamefulness: Defining “Gamification” (2011)From Game Design Elements to …From game design elements to gamefulness (2011)From game design elements to …An experimental card game for teaching software engineering processes (2004)An experimental card game for…Enhancing Higher-Education Governance Through Telepresence Robots and Gamification: Strategies for Sustainable Practices in the AI-Driven Digital Era (2024)Enhancing Higher-Education Go…RETRACTED ARTICLE: Evaluation of gamification techniques in learning abilities for higher school students using FAHP and EDAS methods (2023)RETRACTED ARTICLE: Evaluation…APPLICATION OF DIGITAL GAME-BASED TOOLS FOR FORMATIVE ASSESSMENT AT FOREIGN LANGUAGE LESSONS (2022)APPLICATION OF DIGITAL GAME-B…Gamification in e-learning: The mitigation role in technostress (2021)Gamification in e-learning: T…The Design of Applying Gamification in an Immersive Virtual Reality Virtual Laboratory for Powder-Bed Binder Jetting 3DP Training (2020)The Design of Applying Gamifi…Gamification-based learning framework for a programming course (2017)Gamification-based learning f…Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Rules of Play: Game Design Fundamentals (2003)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)What Video Games Have to Teach Us about Learning and Literacy (2004)Reality is broken: why games make us better and how they can change the world (2012)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)GameFlow (2005)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)The Social Identity Theory of Intergroup Behavior (2004)Users of the world, unite! The challenges and opportunities of Social Media (2009)How Does the Digital Transformation Affect Organizations? Key Themes of Change in Work Design and Leadership (2018)The Role of Leadership in a Digitalized World: A Review (2019)E-Leadership and Teleworking in Times of COVID-19 and Beyond: What We Know and Where Do We Go (2020)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)The theory of planned behavior (1991)The sharing economy: Why people participate in collaborative consumption (2015)Leaving College: Rethinking the Causes and Cures of Student Attrition (1988)Glued to games: how video games draw us in and hold us spellbound (2011)The effect of gamification on motivation and engagement (2017)Gamification of e-learning in higher education: a systematic literature review (2023)Flow: The Psychology of Optimal Experience (1991)The Gamification of Learning: a Meta-analysis (2019)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Gamification in theory and action: A survey (2014)Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts (2020)Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)Gamification for health and wellbeing: A systematic review of the literature (2016)Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017)
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References

  • 2011From game design elements to gamefulness11,928 cited
  • 2011Gamification. using game-design elements in non-gaming contexts2,696 cited
  • 2013Gamifying learning experiences: Practical implications and outcomes2,410 cited
  • 2011Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps2,378 cited
  • 2011From Game Design Elements to Gamefulness: Defining “Gamification”1,340 cited
  • 2012A social gamification framework for a K-6 learning platform953 cited
  • 2012Gamification861 cited
  • 2013E-leadership: Re-examining transformations in leadership source and transmission755 cited
  • 2013Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service741 cited
  • 2013The Gamification of Learning and Instruction Fieldbook: Ideas into Practice418 cited
  • 2012Removing gamification from an enterprise SNS284 cited
  • 2012Analysis and application of gamification234 cited
  • 2004An experimental card game for teaching software engineering processes214 cited
  • 2012Engineering design using game-enhanced CAD: The potential to augment the user experience with game elements143 cited
  • 2012Industrial playgrounds

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94 cited
  • 2012It was a bit of a race: gamification of version control75 cited
  • Cited by

    • 2017Gamification-based learning framework for a programming course29 cited
    • 2021Gamification in e-learning: The mitigation role in technostress28 cited
    • 2022APPLICATION OF DIGITAL GAME-BASED TOOLS FOR FORMATIVE ASSESSMENT AT FOREIGN LANGUAGE LESSONS23 cited
    • 2020The Design of Applying Gamification in an Immersive Virtual Reality Virtual Laboratory for Powder-Bed Binder Jetting 3DP Training22 cited
    • 2023RETRACTED ARTICLE: Evaluation of gamification techniques in learning abilities for higher school students using FAHP and EDAS methods21 cited
    • 2024Enhancing Higher-Education Governance Through Telepresence Robots and Gamification: Strategies for Sustainable Practices in the AI-Driven Digital Era21 cited