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Increasing collaborative communications in a programming course with gamification
12 references·7 citing·41 second hop
Increasing collaborative communications in a programming course with gamification (2014)Increasing collaborative communications i…Understanding gamification mechanisms for software development (2013)Understanding gamification me…Play As You Learn: Gamification as a Technique for Motivating Learners (2013)Play As You Learn: Gamificati…Gamification of a Software Engineering course and a detailed analysis of the factors that lead to it's failure (2013)Gamification of a Software En…Educational games - Are they worth the effort? A literature survey of the effectiveness of serious games (2013)Educational games - Are they …LEARNING THROUGH PLAYING FOR OR AGAINST EACH OTHER? PROMOTING COLLABORATIVE LEARNING IN DIGITAL GAME BASED LEARNING (2012)LEARNING THROUGH PLAYING FOR …A social gamification framework for a K-6 learning platform (2012)A social gamification framewo…Glued to games: how video games draw us in and hold us spellbound (2011)Glued to games: how video gam…Glued to Games (2011)Glued to GamesFrom game design elements to gamefulness (2011)From game design elements to …Social network analysis: a powerful strategy, also for the information sciences (2002)Social network analysis: a po…Intrinsic Motivation and Self-Determination in Human Behavior (1988)Intrinsic Motivation and Self…Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self…Gamification of an Entire Introductory Organic Chemistry Course: A Strategy to Enhance the Students’ Engagement (2022)Gamification of an Entire Int…How Gamification Leads to Continued Usage of MOOCs? A Theoretical Perspective (2021)How Gamification Leads to Con…Improving girls’ perception of computer science as a viable career option through game playing and design: Lessons from a systematic literature review (2020)Improving girls’ perception o…Metodología Innovadora basada en la Gamificación Educativa: Evaluación Tipo Test con la Herramienta QUIZIZZ (2019)Metodología Innovadora basada…La gamificación como estrategia didáctica para la enseñanza/aprendizaje de la programación: un mapeo sistemático de literatura (2018)La gamificación como estrateg…Using Gamification to Teach Students Programming Concepts (2017)Using Gamification to Teach S…Gamification in Education: Where Are We in 2015? (2015)Gamification in Education: Wh…Classrooms: Goals, structures, and student motivation. (1992)A Motivational Science Perspective on the Role of Student Motivation in Learning and Teaching Contexts. (2003)Enhancing User Engagement through Gamification (2016)The use of gamification in education: a bibliometric and text mining analysis (2016)To gamify or not to gamify? An experimental field study of the influence of badges on motivation, activity, and performance in an online learning course (2017)Digital Natives, Digital Immigrants Part 1 (2001)Rules of Play: Game Design Fundamentals (2003)Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2008)How games for computing education are evaluated? A systematic literature review (2017)Health Education Serious Games Targeting Health Care Providers, Patients, and Public Health Users: Scoping Review (2019)To learn scientifically, effectively, and enjoyably: A review of educational games (2020)Flow: the psychology of optimal experience (1990)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)What Video Games Have to Teach Us about Learning and Literacy (2004)Developing a Theory of Gamified Learning (2014)Gamification and student motivation (2014)The effect of gamification on motivation and engagement (2017)Digital Game-Based Learning (2020)Positive psychology: An introduction. (2000)A Revision of Bloom's Taxonomy: An Overview (2002)Self‐determination theory and work motivation (2005)A Review of Nontraditional Teaching Methods: Flipped Classroom, Gamification, Case Study, Self-Learning, and Social Media (2019)The Shift to Gamification in Education: A Review on Dominant Issues (2020)Using gamification to support learning in K‐12 education: A systematic literature review (2023)Networks of Scientific Papers (1965)Co-authorship networks in the digital library research community (2005)Betweenness centrality as an indicator of the interdisciplinarity of scientific journals (2007)Diversity and network coherence as indicators of interdisciplinarity: case studies in bionanoscience (2009)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)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)The benefits of being present: Mindfulness and its role in psychological well-being. (2003)The Ideal Self at Play (2011)Mindfulness, Interest‐Taking, and Self‐Regulation:A Self‐Determination Theory Perspective on the Role of Awareness in Optimal Functioning (2014)Gamification for climate change engagement: review of corpus and future agenda (2021)The Routledge Handbook of Media Use and Well-Being (2016)Satisfaction and frustration of basic psychological needs in the real world and in video games predict internet gaming disorder scores and well-being (2018)
this work references cited by second hop

References

  • 1985Intrinsic Motivation and Self-Determination in Human Behavior26,744 cited
  • 1988Intrinsic Motivation and Self-Determination in Human Behavior15,312 cited
  • 2011From game design elements to gamefulness8,391 cited
  • 2002Social network analysis: a powerful strategy, also for the information sciences1,711 cited
  • 2012A social gamification framework for a K-6 learning platform854 cited
  • 2011Glued to Games362 cited
  • 2013Play As You Learn: Gamification as a Technique for Motivating Learners353 cited
  • 2011Glued to games: how video games draw us in and hold us spellbound333 cited
  • 2013Educational games - Are they worth the effort? A literature survey of the effectiveness of serious games271 cited
  • 2013Gamification of a Software Engineering course and a detailed analysis of the factors that lead to it's failure143 cited
  • 2013Understanding gamification mechanisms for software development140 cited
  • 2012LEARNING THROUGH PLAYING FOR OR AGAINST EACH OTHER? PROMOTING COLLABORATIVE LEARNING IN DIGITAL GAME BASED LEARNING91 cited

Cited by

  • 2021How Gamification Leads to Continued Usage of MOOCs? A Theoretical Perspective53 cited
  • 2015Gamification in Education: Where Are We in 2015?49 cited

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2017
Using Gamification to Teach Students Programming Concepts
46 cited
  • 2019Metodología Innovadora basada en la Gamificación Educativa: Evaluación Tipo Test con la Herramienta QUIZIZZ46 cited
  • 2020Improving girls’ perception of computer science as a viable career option through game playing and design: Lessons from a systematic literature review44 cited
  • 2018La gamificación como estrategia didáctica para la enseñanza/aprendizaje de la programación: un mapeo sistemático de literatura44 cited
  • 2022Gamification of an Entire Introductory Organic Chemistry Course: A Strategy to Enhance the Students’ Engagement42 cited