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Teaching case (2014)Teaching caseDoes Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does Gamification Work? -- A …KAPP, Karl M. The gamification of learning and instruction: game-based methods and strategies for training and education. San Francisco: Pfeiffer, 2012. (2013)KAPP, Karl M. The gamificatio…The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)The Gamification of Learning …Defining gamification (2012)Defining gamificationBook Review: 'The Gamification of Learning and Instruction: Game-Based Methods and Strategies For Training And Education' by Karl Kapp (2012)Book Review: 'The Gamificatio…The Multiplayer Classroom: Designing Coursework as a Game (2011)The Multiplayer Classroom: De…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 …Applying qualitative content analysis to study online support communities (2009)Applying qualitative content …Revisiting the Quantitative-Qualitative Debate: Implications for Mixed-Methods Research (2002)Revisiting the Quantitative-Q…Teorías cognitivas del aprendizaje (1989)Teorías cognitivas del aprend…A technique for measurement of attitudes (1932)A technique for measurement o…Serious Games in Digital Gaming: A Comprehensive Review of Applications, Game Engines and Advancements (2023)Serious Games in Digital Gami…Virtual Learning Scenarios for Qualitative Assessment in Higher Education 3D Arts (2020)Virtual Learning Scenarios fo…La gamificación como estrategia didáctica para la enseñanza/aprendizaje de la programación: un mapeo sistemático de literatura (2018)La gamificación como estrateg…Basics of Qualitative Research: Grounded Theory Procedures and Techniques. (1992)Handbook of Qualitative Research (1994)Qualitative inquiry and research design: choosing among five traditions. (1998)Triangulation and integration: processes, claims and implications (2006)An overview of mixed methods research (2009)How to Conduct a Mixed Methods Study: Recent Trends in a Rapidly Growing Literature (2011)The theory of planned behavior (1991)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Gamification in theory and action: A survey (2014)Evolving to a New Dominant Logic for Marketing (2003)Demographic differences in perceived benefits from gamification (2014)Towards understanding the effects of individual gamification elements on intrinsic motivation and performance (2015)A definition for gamification: anchoring gamification in the service marketing literature (2016)Contribución de la historia y de la filosofía de las ciencias al desarrollo de un modelo de enseñanza/aprendizaje como investigación (1993)New trends in science education (1996)Teaching Case of Gamification and Visual Technologies for Education (2014)Income and well-being: an empirical analysis of the comparison income effect (2004)Analyzing Likert Data (2012)Research Methods in Psychology (2016)A systematic mapping on gamification applied to education (2014)Augmented Reality and Gamification in Education: A Systematic Literature Review of Research, Applications, and Empirical Studies (2022)Gamification of e-learning in higher education: a systematic literature review (2023)Engaging Engineering Students with Gamification (2013)Improving participation and learning with gamification (2013)Personality-targeted Gamification (2016)
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References

  • 1932A technique for measurement of attitudes9,567 cited
  • 2011From game design elements to gamefulness8,391 cited
  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification5,197 cited
  • 2012The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education3,765 cited
  • 2011Gamification. using game-design elements in non-gaming contexts2,412 cited
  • 2012Defining gamification1,155 cited
  • 2012Book Review: 'The Gamification of Learning and Instruction: Game-Based Methods and Strategies For Training And Education' by Karl Kapp1,138 cited
  • 2002Revisiting the Quantitative-Qualitative Debate: Implications for Mixed-Methods Research1,082 cited
  • 2011The Multiplayer Classroom: Designing Coursework as a Game322 cited
  • 1989Teorías cognitivas del aprendizaje311 cited
  • 2013KAPP, Karl M. The gamification of learning and instruction: game-based methods and strategies for training and education. San Francisco: Pfeiffer, 2012.241 cited
  • 2009Applying qualitative content analysis to study online support communities89 cited

Cited by

  • 2018La gamificación como estrategia didáctica para la enseñanza/aprendizaje de la programación: un mapeo sistemático de literatura44 cited
  • 2023Serious Games in Digital Gaming: A Comprehensive Review of Applications, Game Engines and Advancements

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32 cited
  • 2020Virtual Learning Scenarios for Qualitative Assessment in Higher Education 3D Arts32 cited