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Play As You Learn: Gamification as a Technique for Motivating Learners
9 references·16 citing·46 second hop
Play As You Learn: Gamification as a Technique for Motivating Learners (2013)Play As You Learn: Gamification as a Tech…The innovator's solution: creating and sustaining successful growth (2014)The innovator's solution: cre…Gamification. using game-design elements in non-gaming contexts (2011)Gamification. using game-desi…From game design elements to gamefulness (2011)From game design elements to …From game design elements to gamefulness (2011)From game design elements to …Intrinsic and Extrinsic Motivational Orientations in the Classroom: Age Differences and Academic Correlates. (2005)Intrinsic and Extrinsic Motiv…Engaging by design: How engagement strategies in popular computer and video games can inform instructional design (2005)Engaging by design: How engag…Classroom Goal Structure, Student Motivation, and Academic Achievement (2005)Classroom Goal Structure, Stu…A Motivational Science Perspective on the Role of Student Motivation in Learning and Teaching Contexts. (2003)A Motivational Science Perspe…Classrooms: Goals, structures, and student motivation. (1992)Classrooms: Goals, structures…A systematic review of the use of gamification in flipped learning (2021)A systematic review of the us…Gamification to Enhance Motivation and Engagement in Blended eLearning for Technical and Vocational Education and Training (2020)Gamification to Enhance Motiv…Serious Games and Gamification in the Corporate Training Environment: a Literature Review (2019)Serious Games and Gamificatio…Overcoming the novelty effect in online gamified learning systems: An empirical evaluation of student engagement and performance (2019)Overcoming the novelty effect…Unravelling the ambivalent motivational power of gamification: A basic psychological needs perspective (2018)Unravelling the ambivalent mo…Why Gamification Fails in Education and How to Make It Successful: Introducing Nine Gamification Heuristics Based on Self-Determination Theory (2017)Why Gamification Fails in Edu…To gamify or not to gamify? An experimental field study of the influence of badges on motivation, activity, and performance in an online learning course (2017)To gamify or not to gamify? A…The use of gamification in education: a bibliometric and text mining analysis (2016)The use of gamification in ed…Teachers’ Attitude towards and Actual Use of Gamification (2016)Teachers’ Attitude towards an…Research Note—Gamification of Technology-Mediated Training: Not All Competitions Are the Same (2016)Research Note—Gamification of…Gamifying an ICT course: Influences on engagement and academic performance (2016)Gamifying an ICT course: Infl…Gamification and Education: Achievements, Cognitive Loads, and Views of Students (2016)Gamification and Education: A…Enhancing User Engagement through Gamification (2016)Enhancing User Engagement thr…Gamification: The effect on student motivation and performance at the post-secondary level (2015)Gamification: The effect on s…Gamification (2015)GamificationGamification in E-Learning: Introducing Gamified Design Elements into E-Learning Systems (2015)Gamification in E-Learning: I…Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)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)A social-cognitive approach to motivation and personality. 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(2000)Development of Achievement Motivation (2007)A Motivational Perspective on Engagement and Disaffection (2008)Motivation and cognitive load in the flipped classroom: definition, rationale and a call for research (2014)Motivation in Education: Theory, Research, and Applications (1995)Expectancy–Value Theory of Achievement Motivation (2000)On the measurement of achievement goals: Critique, illustration, and application. (2008)School Climate: a Review of the Construct, Measurement, and Impact on Student Outcomes (2015)Teacher Self-Efficacy and Its Effects on Classroom Processes, Student Academic Adjustment, and Teacher Well-Being (2016)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Culture and the Self: Implications for Cognition, Emotion, and Motivation (1991)A meta-analytic review of achievement goal measures: Different labels for the same constructs or different constructs with similar labels? (2010)A self-determination theory approach to predicting school achievement over time: the unique role of intrinsic motivation (2014)Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions (2020)A Theory of Social Comparison Processes (1954)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)The Effects of Gamification in Online Learning Environments: A Systematic Literature Review (2019)The role of gamified learning strategies in student's motivation in high school and higher education: A systematic review (2023)Gamification enhances student intrinsic motivation, perceptions of autonomy and relatedness, but minimal impact on competency: a meta-analysis and systematic review (2024)Rules of Play: Game Design Fundamentals (2003)Reality is broken: why games make us better and how they can change the world (2012)Improving participation and learning with gamification (2013)Deconstructing gamification: evaluating the effectiveness of continuous measurement, virtual rewards, and social comparison for promoting physical activity (2014)How to design gamification? A method for engineering gamified software (2017)Disruptive Innovation: In Need of Better Theory * (2005)Is innovation always beneficial? A meta-analysis of the relationship between innovation and performance in SMEs (2010)Sustainable business model innovation: A review (2018)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)
this work references cited by second hop

References

  • 2011From game design elements to gamefulness8,391 cited
  • 1992Classrooms: Goals, structures, and student motivation.6,461 cited
  • 2003A Motivational Science Perspective on the Role of Student Motivation in Learning and Teaching Contexts.3,055 cited
  • 2011Gamification. using game-design elements in non-gaming contexts2,412 cited
  • 2014The innovator's solution: creating and sustaining successful growth2,002 cited
  • 2005Intrinsic and Extrinsic Motivational Orientations in the Classroom: Age Differences and Academic Correlates.1,298 cited
  • 2005Classroom Goal Structure, Student Motivation, and Academic Achievement1,257 cited
  • 2005Engaging by design: How engagement strategies in popular computer and video games can inform instructional design628 cited
  • 2011From game design elements to gamefulness367 cited

Cited by

  • 2017To gamify or not to gamify? An experimental field study of the influence of badges on motivation, activity, and performance in an online learning course327 cited
  • 2016The use of gamification in education: a bibliometric and text mining analysis278 cited
  • 2016Enhancing User Engagement through Gamification232 cited
  • 2019Serious Games and Gamification in the Corporate Training Environment: a Literature Review221 cited
  • 2016Research Note—Gamification of Technology-Mediated Training: Not All Competitions Are the Same

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213 cited
  • 2016Gamifying an ICT course: Influences on engagement and academic performance204 cited
  • 2015Gamification: The effect on student motivation and performance at the post-secondary level199 cited
  • 2019Overcoming the novelty effect in online gamified learning systems: An empirical evaluation of student engagement and performance196 cited
  • 2016Gamification and Education: Achievements, Cognitive Loads, and Views of Students191 cited
  • 2017Why Gamification Fails in Education and How to Make It Successful: Introducing Nine Gamification Heuristics Based on Self-Determination Theory162 cited
  • 2018Unravelling the ambivalent motivational power of gamification: A basic psychological needs perspective162 cited
  • 2021A systematic review of the use of gamification in flipped learning146 cited
  • 2020Gamification to Enhance Motivation and Engagement in Blended eLearning for Technical and Vocational Education and Training145 cited
  • 2016Teachers’ Attitude towards and Actual Use of Gamification140 cited
  • 2015Gamification in E-Learning: Introducing Gamified Design Elements into E-Learning Systems123 cited
  • 2015Gamification113 cited