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Towards tangible gamified co-design at school
14 references·1 citing·33 second hop
Towards tangible gamified co-design at school (2014)Towards tangible gamified co-design at sc…Gamified co-design with cooperative learning (2014)Gamified co-design with coope…Does 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…LEARNING THROUGH PLAYING FOR OR AGAINST EACH OTHER? PROMOTING COLLABORATIVE LEARNING IN DIGITAL GAME BASED LEARNING (2012)LEARNING THROUGH PLAYING FOR …Fundamentals of game design (2010)Fundamentals of game designQualitative Research: A Guide to Design and Implementation (2009)Qualitative Research: A Guide…The Art of Game Design (2008)The Art of Game DesignCo-creation and the new landscapes of design (2008)Co-creation and the new lands…Engage Me or Enrage Me. What Today’s Learners Demand (2005)Engage Me or Enrage Me. What …Student engagement in high school classrooms from the perspective of flow theory. (2003)Student engagement in high sc…Intrinsic Motivation and Self-Determination in Human Behavior (1988)Intrinsic Motivation and Self…Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self…Taxonomy of Educational Objectives: The Classification of Educational Goals. (1956)Taxonomy of Educational Objec…Taxonomy of Educational Objectives: The Classification of Educational Goals, Handbook I: Cognitive Domain (1956)Taxonomy of Educational Objec…Gamified probes for cooperative learning: a case study (2016)Gamified probes for cooperati…The theory of planned behavior (1991)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)From game design elements to gamefulness (2011)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)Apprenticeship in Thinking (1990)Apprenticeship in thinking: cognitive development in social context (1990)Flow: the psychology of optimal experience (1990)Research on Interest in Science: Theories, methods, and findings (2011)Revisiting the Conceptualization, Measurement, and Generation of Interest (2011)The Measurement of Student Engagement: A Comparative Analysis of Various Methods and Student Self-report Instruments (2012)The Lens of Intrinsic Skill Atoms: A Method for Gameful Design (2015)Gamification and Mobile Marketing Effectiveness (2016)Serious games and the gamification of tourism (2016)Qualitative Research (2014)Metodologi Penelitian Kualitatif (2022)The Coding Manual for Qualitative Researchers (2022)Defining Game Mechanics (2008)Handbook of Research on Effective Electronic Gaming in Education (2009)The Design, Play, and Experience Framework (2009)Beyond Cultural Competence: Critical Consciousness, Social Justice, and Multicultural Education (2009)Student engagement literature review (2010)The Flipped Classroom (2013)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Experience-based Co-design and Healthcare Improvement: Realizing Participatory Design in the Public Sector (2015)Co-Production and the Co-Creation of Value in Public Services: A suitable case for treatment? (2016)What is co-creation? An interactional creation framework and its implications for value creation (2017)Withdrawing From School (1989)A Revision of Bloom's Taxonomy: An Overview (2002)Identification and Assessment of Intercultural Competence as a Student Outcome of Internationalization (2006)The benefits of being present: Mindfulness and its role in psychological well-being. (2003)
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References

  • 1985Intrinsic Motivation and Self-Determination in Human Behavior26,744 cited
  • 2009Qualitative Research: A Guide to Design and Implementation21,311 cited
  • 1988Intrinsic Motivation and Self-Determination in Human Behavior15,312 cited
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  • 1956Taxonomy of Educational Objectives: The Classification of Educational Goals.4,598 cited
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  • 2013KAPP, Karl M. The gamification of learning and instruction: game-based methods and strategies for training and education. San Francisco: Pfeiffer, 2012.241 cited
  • 2005Engage Me or Enrage Me. What Today’s Learners Demand232 cited
  • 2012LEARNING THROUGH PLAYING FOR OR AGAINST EACH OTHER? PROMOTING COLLABORATIVE LEARNING IN DIGITAL GAME BASED LEARNING91 cited
  • 2014Gamified co-design with cooperative learning57 cited

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  • 2016Gamified probes for cooperative learning: a case study36 cited