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GamiCAD
16 references·16 citing·35 second hopsampled
GamiCAD (2012)GamiCADDigital Game-Based Learning (2020)Digital Game-Based LearningGamification. 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 …Designing games with a purpose (2008)Designing games with a purposeGameFlow (2005)GameFlowClassification of learning outcomes: evidence from the computer games literature (2005)Classification of learning ou…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…What video games have to teach us about learning and literacy (2003)What video games have to teac…Digital game-based learning (2003)Digital game-based learningBeyond Nintendo: design and assessment of educational video games for first and second grade students (2002)Beyond Nintendo: design and a…Optimal experience of Web activities (1999)Optimal experience of Web act…The flow experience and its significance for human psychology (1988)The flow experience and its s…Optimal Experience (1988)Optimal ExperienceReconsidering Research on Learning from Media (1983)Reconsidering Research on Lea…Toward a Theory of Intrinsically Motivating Instruction* (1981)Toward a Theory of Intrinsica…A Five-Stage Model of the Mental Activities Involved in Directed Skill Acquisition (1980)A Five-Stage Model of the Men…Gamification in education: a mixed-methods study of gender on computer science students’ academic performance and identity development (2021)Gamification in education: a …A Bibliometric Analysis of Gamification Research (2021)A Bibliometric Analysis of Ga…Capturing the complexity of gamification elements: a holistic approach for analysing existing and deriving novel gamification designs (2020)Capturing the complexity of g…Overcoming the novelty effect in online gamified learning systems: An empirical evaluation of student engagement and performance (2019)Overcoming the novelty effect…Gamification as a tool for engaging student learning: A field experiment with a gamified app (2019)Gamification as a tool for en…Empirical Support for a Causal Relationship Between Gamification and Learning Outcomes (2018)Empirical Support for a Causa…What is Gamification in Learning and Education? (2017)What is Gamification in Learn…An Evaluation of Gamified Training: Using Narrative to Improve Reactions and Learning (2017)An Evaluation of Gamified Tra…Social network analysis of a gamified e-learning course: Small-world phenomenon and network metrics as predictors of academic performance (2016)Social network analysis of a …Incorporating meaningful gamification in a blended learning research methods class: Examining student learning, engagement, and affective outcomes (2016)Incorporating meaningful gami…Gamification Solutions to Enhance Software User Engagement—A Systematic Review (2016)Gamification Solutions to Enh…Employing intergroup competition in multitouch design-based learning to foster student engagement, learning achievement, and creativity (2016)Employing intergroup competit…Climbing up the leaderboard: an empirical study of applying Gamification techniques to a computer programming class (2016)Climbing up the leaderboard: …Gamification in engineering education and professional training (2015)Gamification in engineering e…The Effect of Gamification on Students with Different Achievement Goal Orientations (2014)The Effect of Gamification on…GAMIFYING INFORMATION SYSTEMS - A SYNTHESIS OF GAMIFICATION MECHANICS AND DYNAMICS (2014)GAMIFYING INFORMATION SYSTEMS…Science and Human Behavior (1953)Human Problem Solving (1972)Beyond boredom and anxiety (1975)Motivational and self-regulated learning components of classroom academic performance. (1990)The psychology of curiosity: A review and reinterpretation. (1994)Focus on Formative Feedback (2008)Situated 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 (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)Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990. (1990)Flow: The Psychology of Optimal Experience (1991)Measuring and defining the experience of immersion in games (2008)The benefits of playing video games. (2013)“GOOD‐BYE, TEACHER …”1 (1968)Primary, Secondary, and Meta-Analysis of Research (1976)Media will never influence learning (1994)The Theory and Practice of Online Learning (2008)Evaluation of Evidence-Based Practices in Online Learning: A Meta-Analysis and Review of Online Learning Studies (2009)Situated Learning (1991)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Foundations of Game-Based Learning (2015)Novice to Expert: An Exploration of How Professionals Learn (1999)Cognitive Load Theory: Implications for medical education: AMEE Guide No. 86 (2014)Inquiry and critical thinking skills for the next generation: from artificial intelligence back to human intelligence (2019)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Handbook of Self-Regulation of Learning and Performance (2017)Digital Natives, Digital Immigrants Part 1 (2001)
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References

  • 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
  • 2003Digital game-based learning3,104 cited
  • 2020Digital Game-Based Learning2,893 cited
  • 1983Reconsidering Research on Learning from Media2,713 cited
  • 2011Gamification. using game-design elements in non-gaming contexts2,412 cited
  • 1981Toward a Theory of Intrinsically Motivating Instruction*2,197 cited
  • 2005GameFlow2,122 cited
  • 1980A Five-Stage Model of the Mental Activities Involved in Directed Skill Acquisition1,570 cited
  • 2008Designing games with a purpose1,155 cited
  • 1988Optimal Experience1,097 cited
  • 1988The flow experience and its significance for human psychology1,037 cited
  • 2002Beyond Nintendo: design and assessment of educational video games for first and second grade students699 cited
  • 1999Optimal experience of Web activities476 cited
  • 2005Classification of learning outcomes: evidence from the computer games literature

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447 cited

Cited by

  • 2019Overcoming the novelty effect in online gamified learning systems: An empirical evaluation of student engagement and performance196 cited
  • 2016Climbing up the leaderboard: an empirical study of applying Gamification techniques to a computer programming class194 cited
  • 2016Gamification Solutions to Enhance Software User Engagement—A Systematic Review175 cited
  • 2017An Evaluation of Gamified Training: Using Narrative to Improve Reactions and Learning158 cited
  • 2020Capturing the complexity of gamification elements: a holistic approach for analysing existing and deriving novel gamification designs153 cited
  • 2016Incorporating meaningful gamification in a blended learning research methods class: Examining student learning, engagement, and affective outcomes147 cited
  • 2014GAMIFYING INFORMATION SYSTEMS - A SYNTHESIS OF GAMIFICATION MECHANICS AND DYNAMICS141 cited
  • 2015Gamification in engineering education and professional training138 cited
  • 2018Empirical Support for a Causal Relationship Between Gamification and Learning Outcomes128 cited
  • 2019Gamification as a tool for engaging student learning: A field experiment with a gamified app122 cited
  • 2014The Effect of Gamification on Students with Different Achievement Goal Orientations121 cited
  • 2016Employing intergroup competition in multitouch design-based learning to foster student engagement, learning achievement, and creativity114 cited
  • 2017What is Gamification in Learning and Education?109 cited
  • 2021A Bibliometric Analysis of Gamification Research102 cited
  • 2016Social network analysis of a gamified e-learning course: Small-world phenomenon and network metrics as predictors of academic performance100 cited
  • 2021Gamification in education: a mixed-methods study of gender on computer science students’ academic performance and identity development100 cited