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An experience report on using gamification in technical higher education
5 references·16 citing·40 second hop
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References

  • 2011From game design elements to gamefulness8,391 cited
  • 2011Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps2,374 cited
  • 2025Designing Virtual Worlds1,173 cited
  • 2012Defining gamification1,155 cited
  • 2004A Theory of Fun for Game Design1,110 cited

Cited by

  • 2018Enhancing student learning experience with technology-mediated gamification: An empirical study275 cited
  • 2018Implementing a theory-driven gamification model in higher education flipped courses: Effects on out-of-class activity completion and quality of artifacts266 cited
  • 2018Examining competitive, collaborative and adaptive gamification in young learners' math learning231 cited
  • 2018An exploratory study of student engagement in gamified online discussions208 cited
  • 2020Gamification to Enhance Motivation and Engagement in Blended eLearning for Technical and Vocational Education and Training145 cited
  • 2018Gamificación en educación superior: experiencia innovadora para motivar estudiantes y dinamizar contenidos en el aula142 cited
  • 2018An approach for planning and deploying gamification concepts with social networks within educational contexts125 cited
  • 2017Teaching operations research to undergraduate management students: The role of gamification120 cited
  • 2017Just a game? Gamifying a general science class at university

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120 cited
  • 2021A Bibliometric Analysis of Gamification Research102 cited
  • 2016GAMIFICATION IN HIGHER EDUCATION AND STEM: A SYSTEMATIC REVIEW OF LITERATURE91 cited
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  • 2018Continued Intention to Use UCOM: Four Factors for Integrating With a Technology Acceptance Model to Moderate the Satisfaction of Learning80 cited
  • 2016Meaningful Gamification in an Industrial/Organizational Psychology Course78 cited
  • 2019Do Badges Affect Intrinsic Motivation in Introductory Programming Students?73 cited