SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Classroom Live: a software-assisted gamification tool
9 references·3 citing·46 second hop
Classroom Live: a software-assisted gamification tool (2013)Classroom Live: a software-assisted gamif…The Gamification Of Education (2013)The Gamification Of EducationDigital Natives, Digital Immigrants (2012)Digital Natives, Digital Immi…Students’ behaviour playing an online information literacy game (2011)Students’ behaviour playing a…Quest to Learn: Developing the School for Digital Kids (2010)Quest to Learn: Developing th…Investigating the impact of video games on high school students’ engagement and learning about genetics (2009)Investigating the impact of v…Educational Video Game Design: A Review of the Literature (2007)Educational Video Game Design…Game design and learning: a conjectural analysis of how massively multiple online role-playing games (MMORPGs) foster intrinsic motivation (2006)Game design and learning: a c…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…The effect of gamification on motivation in the education of pre-service social studies teachers (2021)The effect of gamification on…Educational gamification and artificial intelligence for promoting digital literacy (2020)Educational gamification and …Influence of Gamification Elements on Emotion, Interest and Online Participation (2018)Influence of Gamification Ele…Flow: the psychology of optimal experience (1990)Self-Regulated Learning and Academic Achievement: An Overview (1990)The effects of modern mathematics computer games on mathematics achievement and class motivation (2010)A concept map-embedded educational computer game for improving students' learning performance in natural science courses (2013)Play, Dreams And Imitation In Childhood (2013)The wear out effect of a game-based student response system (2014)What Video Games Have to Teach Us about Learning and Literacy (2004)A meta-analysis with examination of moderators of student cognition, affect, and learning outcomes while using serious educational games, serious games, and simulations (2017)Augmented Reality and Gamification in Education: A Systematic Literature Review of Research, Applications, and Empirical Studies (2022)Virtual reality and gamification in education: a systematic review (2024)Frames of Mind: The Theory of Multiple Intelligences (1984)How to Design and Evaluate Research in Education (1990)School Engagement: Potential of the Concept, State of the Evidence (2004)Students’ perceptions about the use of video games in the classroom (2009)Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness (2013)Technology use, self-directed learning, student engagement and academic performance: Examining the interrelations (2016)Mind in Society: The Development of Higher Psychological Processes (1978)Naturalistic inquiry (1985)Situated Learning (1991)Sustaining iterative game playing processes in DGBL: The relationship between motivational processing and outcome processing (2010)Building virtual cities, inspiring intelligent citizens: Digital games for developing students’ problem solving and learning motivation (2012)Designing and integrating purposeful learning in game play: a systematic review (2015)Play: How It Shapes the Brain, Opens the Imagination, and Invigorates the Soul (2009)Reality is broken: why games make us better and how they can change the world (2012)The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)The gamification of the study of electronics in dedicated e-learning platforms (2013)Gamifying the flipped classroom: how to motivate Chinese ESL learners? (2019)Students' Acceptance of Gamification in Higher Education (2019)A Theory of Social Comparison Processes (1954)Qualitative Data Analysis: An Expanded Sourcebook (1994)Research design: qualitative, quantitative, and mixed methods approaches (2003)Gamificando en tiempos de coronavirus: el estudio de un caso (2021)Flow: The Psychology of Optimal Experience (1991)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Design Sprint: Enhancing STEAM and engineering education through agile prototyping and testing ideas (2022)Gamification Equilibrium: The Fulcrum for Balanced Intrinsic Motivation and Extrinsic Rewards in Learning Systems (2023)How does gamification affect learning effectiveness? The mediating roles of engagement, satisfaction, and intrinsic motivation (2024)Digital Natives, Digital Immigrants Part 2: Do They Really Think Differently? (2001)The ‘digital natives’ debate: A critical review of the evidence (2008)Understanding Generation Y and their use of social media: a review and research agenda (2013)‘Computer games can get your brain working’: student experience and perceptions of digital games in the classroom (2014)Documenting and Assessing Learning in Informal and Media-Rich Environments (2015)A framework for understanding game-based teaching and learning (2016)Digital Natives, Digital Immigrants Part 1 (2001)The Theory and Practice of Online Learning (2008)Foundations of Game-Based Learning (2015)
this work references cited by second hop

References

  • 2012Digital Natives, Digital Immigrants7,107 cited
  • 2003Digital game-based learning3,104 cited
  • 2002Beyond Nintendo: design and assessment of educational video games for first and second grade students699 cited
  • 2009Investigating the impact of video games on high school students’ engagement and learning about genetics646 cited
  • 2007Educational Video Game Design: A Review of the Literature521 cited
  • 2006Game design and learning: a conjectural analysis of how massively multiple online role-playing games (MMORPGs) foster intrinsic motivation386 cited
  • 2013The Gamification Of Education92 cited
  • 2010Quest to Learn: Developing the School for Digital Kids81 cited
  • 2011Students’ behaviour playing an online information literacy game21 cited

Cited by

  • 2021The effect of gamification on motivation in the education of pre-service social studies teachers55 cited
  • 2018Influence of Gamification Elements on Emotion, Interest and Online Participation32 cited
  • 2020Educational gamification and artificial intelligence for promoting digital literacy27 cited

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work