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An Investigation of Gamification Typologies for Enhancing Learner Motivation
8 references·10 citing·45 second hop
An Investigation of Gamification Typologies for Enhancing Learner Motivation (2014)An Investigation of Gamification Typologi…Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does Gamification Work? -- A …(Re)Defining Gamification: A Process Approach (2014)(Re)Defining Gamification: A …The development of a questionnaire on metacognition for students in higher education (2013)The development of a question…Factors at Play in Tertiary Curriculum Gamification (2013)Factors at Play in Tertiary C…The Gamification of Learning and Instruction (2012)The Gamification of Learning …Gamification (2012)GamificationA social gamification framework for a K-6 learning platform (2012)A social gamification framewo…Game‐based feedback for educational multi‐user virtual environments (2010)Game‐based feedback for educa…Personalised gamification enhances student participation but produces mixed effects on emotional and cognitive engagements: a systematic review (2024)Personalised gamification enh…A Journey to Identify Users' Classification Strategies to Customize Game-Based and Gamified Learning Environments (2023)A Journey to Identify Users' …Player profiles for game‐based applications in engineering education (2022)Player profiles for game‐base…Evaluating a gamification proposal for learning usability heuristics: Heureka (2022)Evaluating a gamification pro…Development of Gamified, Interactive, Low-Cost, Flexible Virtual Microbiology Labs That Promote Higher-Order Thinking during Pandemic Instruction (2021)Development of Gamified, Inte…User-Centered Gamification for E-Learning Systems: A Quantitative and Qualitative Analysis of its Application (2019)User-Centered Gamification fo…Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017)Gamifying education: what is …5W2H Framework (2016)5W2H FrameworkRehabilitation Game Model for Personalised Exercise (2015)Rehabilitation Game Model for…Gamification in Education: Where Are We in 2015? (2015)Gamification in Education: Wh…Leaving College: Rethinking the Causes and Cures of Student Attrition (1987)Rules of Play: Game Design Fundamentals (2003)What video games have to teach us about learning and literacy (2003)A concept map-embedded educational computer game for improving students' learning performance in natural science courses (2013)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)The Impact of Gamification on Learning Outcomes of Computer Science Majors (2020)Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps (2011)Gamifying learning experiences: Practical implications and outcomes (2013)Gamification in software engineering – A systematic mapping (2014)The Model for Introduction of Gamification into E-learning in Higher Education (2015)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)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)The Gamification of Learning: a Meta-analysis (2019)A theory of human motivation. (1943)Coefficient Alpha and the Internal Structure of Tests (1951)The Power of Feedback (2007)Gamification as a Field Landmark in Educational Research (2019)The impact of a gamified approach on vocabulary learning and vocabulary self-efficacy: evidence from a chilean primary EFL school (2024)The role and scope of gamification in education: A scientometric literature review (2025)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)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)Gamification in theory and action: A survey (2014)The effect of gamification on motivation and engagement (2017)Gamification of e-learning in higher education: a systematic literature review (2023)Metacognition and cognitive monitoring: A new area of cognitive-developmental inquiry. (1979)The reflective practitioner: How professionals think in action (1984)The Reflective Practitioner: How Professionals Think in Action (1985)The Influence of Teachers on Motivation and Academic Stress and Their Effect on the Learning Strategies of University Students (2020)Improving metacognition through self-explication in a digital self-regulated learning tool (2022)Assessing Metacognitive Regulation during Problem Solving: A Comparison of Three Measures (2023)Schedules of reinforcement. (1957)School Engagement: Potential of the Concept, State of the Evidence (2004)Self‐determination theory and work motivation (2005)A Framework of Developing Mobile Gamification to Improve User Engagement of Physical Activity: A Case Study of Location-Based Augmented Reality Mobile Game for Promoting Physical Health (2021)The Effect of Self-Regulation and Metaverse Features on Generation Z’s Adoption of Gamified Learning Platforms (2024)The Art of Game Design (2008)For the Win: How Game Thinking Can Revolutionize Your Business (2012)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)
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References

  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification6,655 cited
  • 2012A social gamification framework for a K-6 learning platform953 cited
  • 2012Gamification861 cited
  • 2012The Gamification of Learning and Instruction441 cited
  • 2014(Re)Defining Gamification: A Process Approach393 cited
  • 2010Game‐based feedback for educational multi‐user virtual environments123 cited
  • 2013The development of a questionnaire on metacognition for students in higher education54 cited
  • 2013Factors at Play in Tertiary Curriculum Gamification52 cited

Cited by

  • 2017Gamifying education: what is known, what is believed and what remains uncertain: a critical review2,108 cited
  • 20165W2H Framework50 cited
  • 2015Gamification in Education: Where Are We in 2015?49 cited
  • 2022Evaluating a gamification proposal for learning usability heuristics: Heureka43 cited
  • 2021Development of Gamified, Interactive, Low-Cost, Flexible Virtual Microbiology Labs That Promote Higher-Order Thinking during Pandemic Instruction41 cited
  • 2022Player profiles for game‐based applications in engineering education40 cited
  • 2019User-Centered Gamification for E-Learning Systems: A Quantitative and Qualitative Analysis of its Application

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32 cited
  • 2024Personalised gamification enhances student participation but produces mixed effects on emotional and cognitive engagements: a systematic review29 cited
  • 2015Rehabilitation Game Model for Personalised Exercise23 cited
  • 2023A Journey to Identify Users' Classification Strategies to Customize Game-Based and Gamified Learning Environments21 cited