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Engaging Engineering Students with Gamification
16 references·16 citing·28 second hopsampled
Engaging Engineering Students with Gamification (2013)Engaging Engineering Students with Gamifi…Gamification (2012)GamificationFor the Win: How Game Thinking Can Revolutionize Your Business (2012)For the Win: How Game Thinkin…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…Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps (2011)Gamification by Design: Imple…From game design elements to gamefulness (2011)From game design elements to …The ‘digital natives’ debate: A critical review of the evidence (2008)The ‘digital natives’ debate:…Flow in games (and everything else) (2007)Flow in games (and everything…Classification of learning outcomes: evidence from the computer games literature (2005)Classification of learning ou…A Measure of College Student Course Engagement (2005)A Measure of College Student …What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Handbook of Self-Determination Research (2004)Handbook of Self-Determinatio…What video games have to teach us about learning and literacy (2003)What video games have to teac…Video Games in Education (2003)Video Games in EducationDigital Natives, Digital Immigrants Part 1 (2001)Digital Natives, Digital Immi…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…Effect of Digital Game-Based Learning on Student Engagement and Motivation (2023)Effect of Digital Game-Based …Gamification for student engagement: a framework (2021)Gamification for student enga…Escape Rooms for Learning: A Systematic Review (2019)Escape Rooms for Learning: A …“Achievement unlocked!” - The impact of digital achievements as a gamification element on motivation and performance (2019)“Achievement unlocked!” - The…Unravelling the ambivalent motivational power of gamification: A basic psychological needs perspective (2018)Unravelling the ambivalent mo…Need-supporting gamification in education: An assessment of motivational effects over time (2018)Need-supporting gamification …Gamification: Predicting the effectiveness of variety game design elements to intrinsically motivate users' energy conservation behaviour (2018)Gamification: Predicting the …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…Use of digital game based learning and gamification in secondary school science: The effect on student engagement, learning and gender difference (2017)Use of digital game based lea…A qualitative investigation of student perceptions of game elements in a gamified course (2017)A qualitative investigation o…Studying student differentiation in gamified education: A long-term study (2016)Studying student differentiat…Personality-targeted Gamification (2016)Personality-targeted Gamifica…Climbing up the leaderboard: an empirical study of applying Gamification techniques to a computer programming class (2016)Climbing up the leaderboard: …Gamification and learning: a review of issues and research (2015)Gamification and learning: a …A study of the use of games and gamification to enhance student engagement, experience and achievement on a theory-based course of an undergraduate media degree (2015)A study of the use of games a…Gamification in Tourism (2013)Gamification in TourismSituated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. (1994)A pedagogy of Multiliteracies Designing Social Futures (1996)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Gamifying learning experiences: Practical implications and outcomes (2013)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Flow: The Psychology of Optimal Experience (1991)Digital game-based learning (2003)Digital Natives, Digital Immigrants (2013)Covid-19 pandemic and online learning: the challenges and opportunities (2020)Experiential Learning : Experience as the Source of Learning and Development (1983)Cognitive Load During Problem Solving: Effects on Learning (1988)Digital natives: Where is the evidence? (2009)Are digital natives a myth or reality? University students’ use of digital technologies (2010)Understanding Generation Y and their use of social media: a review and research agenda (2013)Situated Learning (1991)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Foundations of Game-Based Learning (2015)Gamification in theory and action: A survey (2014)Gamification in Education: A Systematic Mapping Study (2015)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Les passions de l'âme: On obsessive and harmonious passion. (2003)Pursuing Happiness: The Architecture of Sustainable Change (2005)Self‐determination theory and work motivation (2005)Subjective well-being: Three decades of progress. (1999)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)The benefits of being present: Mindfulness and its role in psychological well-being. (2003)
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References

  • 1990Flow: the psychology of optimal experience12,637 cited
  • 2001Digital Natives, Digital Immigrants Part 111,096 cited
  • 2011From game design elements to gamefulness8,391 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 2004Handbook of Self-Determination Research4,542 cited
  • 2008The ‘digital natives’ debate: A critical review of the evidence2,957 cited
  • 2011Gamification. using game-design elements in non-gaming contexts2,412 cited
  • 2011Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps2,374 cited
  • 2012For the Win: How Game Thinking Can Revolutionize Your Business2,354 cited
  • 2007Flow in games (and everything else)1,013 cited
  • 2005A Measure of College Student Course Engagement857 cited
  • 2012Gamification726 cited
  • 2003Video Games in Education711 cited
  • 2005Classification of learning outcomes: evidence from the computer games literature447 cited
  • 2011The Multiplayer Classroom: Designing Coursework as a Game

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322 cited

Cited by

  • 2018Need-supporting gamification in education: An assessment of motivational effects over time274 cited
  • 2019“Achievement unlocked!” - The impact of digital achievements as a gamification element on motivation and performance249 cited
  • 2016Personality-targeted Gamification232 cited
  • 2017A qualitative investigation of student perceptions of game elements in a gamified course228 cited
  • 2017Use of digital game based learning and gamification in secondary school science: The effect on student engagement, learning and gender difference216 cited
  • 2015Gamification and learning: a review of issues and research214 cited
  • 2019Escape Rooms for Learning: A Systematic Review210 cited
  • 2016Studying student differentiation in gamified education: A long-term study209 cited
  • 2016Climbing up the leaderboard: an empirical study of applying Gamification techniques to a computer programming class194 cited
  • 2021Gamification for student engagement: a framework185 cited
  • 2023Effect of Digital Game-Based Learning on Student Engagement and Motivation180 cited
  • 2013Gamification in Tourism164 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
  • 2018Gamification: Predicting the effectiveness of variety game design elements to intrinsically motivate users' energy conservation behaviour159 cited
  • 2015A study of the use of games and gamification to enhance student engagement, experience and achievement on a theory-based course of an undergraduate media degree153 cited