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Gamification in Factory Management Education – A Case Study with Lego Mindstorms
14 references·3 citing·43 second hop
Gamification in Factory Management Education – A Case Study with Lego Mindstorms (2015)Gamification in Factory Management Educat…Self-Determination Theory (2017)Self-Determination TheoryImproving participation and learning with gamification (2013)Improving participation and l…Engaging Engineering Students with Gamification (2013)Engaging Engineering Students…Serious Games and Edutainment Applications (2011)Serious Games and Edutainment…Origins of Serious Games (2011)Origins of Serious GamesGame On: Energize Your Business with Social Media Games (2011)Game On: Energize Your Busine…From game design elements to gamefulness (2011)From game design elements to …From game design elements to gamefulness (2011)From game design elements to …Video Game-Based Education in Mechanical Engineering: A Look at Student Engagement* (2009)Video Game-Based Education in…Product Lifecycle Management (2009)Product Lifecycle ManagementProduct Lifecycle Management: Ein Leitfaden für Product Development und Life Cycle Management (2006)Product Lifecycle Management:…Multifaceted Nature of Intrinsic Motivation: The Theory of 16 Basic Desires (2004)Multifaceted Nature of Intrin…Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Intrinsic and Extrinsic Motiv…Serious Games (1970)Serious GamesThe Effects of Gamification On Student Motivation And Achievement In Learning English As A Foreign Language In Higher Education (2023)The Effects of Gamification O…Gamification to avoid cognitive biases: An experiment of gamifying a forecasting course (2021)Gamification to avoid cogniti…Gamification in management education - A literature mapping (2019)Gamification in management ed…What video games have to teach us about learning and literacy (2003)What Video Games Have to Teach Us about Learning and Literacy (2004)How Computer Games Help Children Learn (2006)Learning factories for future oriented research and education in manufacturing (2017)Serious Games for Mental Health: Are They Accessible, Feasible, and Effective? A Systematic Review and Meta-analysis (2017)An overview of serious games for disaster risk management – Prospects and limitations for informing actions to arrest increasing risk (2018)Self-Efficacy: The Exercise of Control (1999)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Happiness in Everyday Life: The Uses of Experience Sampling (2003)The development of the five mini-theories of self-determination theory: an historical overview, emerging trends, and future directions (2010)The pains and pleasures of parenting: When, why, and how is parenthood associated with more or less well-being? (2014)Flow: the psychology of optimal experience (1990)Digital Natives, Digital Immigrants Part 1 (2001)Personality-targeted Gamification (2016)Need-supporting gamification in education: An assessment of motivational effects over time (2018)“Achievement unlocked!” - The impact of digital achievements as a gamification element on motivation and performance (2019)Flow: The Psychology of Optimal Experience (1991)Gamification. using game-design elements in non-gaming contexts (2011)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)The Principles of Psychology (1891)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Individual differences in fundamental social motives. (2015)Measuring well-being: A comparison of subjective well-being and PERMA (2017)The Structure of Intrinsic Motivation (2021)Flow: The Psychology of Optimal Experience (1991)Implementing a theory-driven gamification model in higher education flipped courses: Effects on out-of-class activity completion and quality of artifacts (2018)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Motivational Beliefs, Values, and Goals (2002)Technology Acceptance Model 3 and a Research Agenda on Interventions (2008)Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions (2020)Rules of Play: Game Design Fundamentals (2003)Reality is broken: why games make us better and how they can change the world (2012)Play As You Learn: Gamification as a Technique for Motivating Learners (2013)How to design gamification? A method for engineering gamified software (2017)Assessing 21st Century Skills: Summary of a Workshop (2011)Enhancing student learning experience with technology-mediated gamification: An empirical study (2018)Toward an understanding of flow in video games (2008)A User-Centered Theoretical Framework for Meaningful Gamification (2012)An Overview of Serious Games (2014)
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References

  • 2000Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions18,652 cited
  • 2011From game design elements to gamefulness8,391 cited
  • 1970Serious Games921 cited
  • 2017Self-Determination Theory904 cited
  • 2004Multifaceted Nature of Intrinsic Motivation: The Theory of 16 Basic Desires540 cited
  • 2011Origins of Serious Games420 cited
  • 2011From game design elements to gamefulness367 cited
  • 2013Improving participation and learning with gamification320 cited
  • 2011Serious Games and Edutainment Applications315 cited
  • 2013Engaging Engineering Students with Gamification314 cited
  • 2009Product Lifecycle Management207 cited
  • 2009Video Game-Based Education in Mechanical Engineering: A Look at Student Engagement*135 cited
  • 2006Product Lifecycle Management: Ein Leitfaden für Product Development und Life Cycle Management106 cited
  • 2011Game On: Energize Your Business with Social Media Games101 cited

Cited by

  • 2023The Effects of Gamification On Student Motivation And Achievement In Learning English As A Foreign Language In Higher Education68 cited

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2021
Gamification to avoid cognitive biases: An experiment of gamifying a forecasting course
46 cited
  • 2019Gamification in management education - A literature mapping37 cited