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Gamified Vocabulary
16 references·11 citing·36 second hop
Gamified Vocabulary (2014)Gamified VocabularyThe Coding Manual for Qualitative Researchers (2022)The Coding Manual for Qualita…Bringing Words to Life : Robust Vocabulary Instruction (2013)Bringing Words to Life : Robu…Words as Tools: Learning Academic Vocabulary as Language Acquisition (2012)Words as Tools: Learning Acad…The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)The Gamification of Learning …Reality is broken: why games make us better and how they can change the world (2012)Reality is broken: why games …Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps (2011)Gamification by Design: Imple…Understanding Video Games: The Essential Introduction (2008)Understanding Video Games: Th…What Video Games Have to Teach Us About Learning and Literacy (2007)What Video Games Have to Teac…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Rules of Play: Game Design Fundamentals (2003)Rules of Play: Game Design Fu…Reading don't fix no Chevys: literacy in the lives of young men (2002)Reading don't fix no Chevys: …Sociological Practice: Linking Theory and Social Research (2001)Sociological Practice: Linkin…Sociological Practice (1998)Sociological PracticeFlow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…The Effects of Vocabulary Instruction: A Model-Based Meta-Analysis (1986)The Effects of Vocabulary Ins…The Effects of Gamification On Student Motivation And Achievement In Learning English As A Foreign Language In Higher Education (2023)The Effects of Gamification O…The Effectiveness of Gamified Tools for Foreign Language Learning (FLL): A Systematic Review (2023)The Effectiveness of Gamified…Practices, purposes and challenges in integrating gamification using technology: A mixed-methods study on university academics (2023)Practices, purposes and chall…The Pedagogical Use of Gamification in English Vocabulary Training and Learning in Higher Education (2022)The Pedagogical Use of Gamifi…A mixed-methods study of the incidental acquisition of foreign language vocabulary and healthcare knowledge through serious game play (2022)A mixed-methods study of the …Gamification in Teaching and Learning Languages: A Systematic Literature Review (2021)Gamification in Teaching and …Gamification and accessibility (2019)Gamification and accessibilityVocabulary Instruction: A Critical Analysis of Theories, Research, and Practice (2018)Vocabulary Instruction: A Cri…Vocabulary by Gamification (2017)Vocabulary by GamificationUtilization of online educational resources in teaching: A moderated mediation perspective (2016)Utilization of online educati…Gamification in Education: Where Are We in 2015? (2015)Gamification in Education: Wh…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)Against definitions (1980)Meta-analysis in social research (1982)Theoretical Models and Processes of Reading (1987)Vocabulary Acquisition from Listening to Stories (1989)Contributions of morphology beyond phonology to literacy outcomes of upper elementary and middle-school students. (2006)The Discovery of Grounded Theory; Strategies for Qualitative Research (1968)Qualitative Research: A Guide to Design and Implementation (2009)Qualitative Content Analysis (2014)Qualitative Inquiry and Research Design: Choosing Among Five Approaches (2015)Defining digital transformation: Results from expert interviews (2019)Grounded theory research: A design framework for novice researchers (2019)From game design elements to gamefulness (2011)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Gamification in theory and action: A survey (2014)Closing the gap: Addressing the vocabulary needs of English‐language learners in bilingual and mainstream classrooms (2004)A New Academic Vocabulary List (2013)Ending the Reading Wars: Reading Acquisition From Novice to Expert (2018)The game, the player, the world: looking for a heart of gameness (2003)Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)Serious games and the gamification of tourism (2016)The benefits of playing video games. (2013)Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy (2016)The Digital Workforce and the Workplace of the Future (2016)Subjective well-being: Three decades of progress. (1999)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)The benefits of being present: Mindfulness and its role in psychological well-being. (2003)Value from hedonic experience and engagement. (2006)Mediating Tourist Experiences (2009)Positive Emotions Broaden and Build (2013)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)
this work references cited by second hop

References

  • 1990Flow: the psychology of optimal experience12,637 cited
  • 2022The Coding Manual for Qualitative Researchers10,828 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2003Rules of Play: Game Design Fundamentals5,481 cited
  • 2012The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education3,765 cited
  • 2012Reality is broken: why games make us better and how they can change the world2,923 cited
  • 2011Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps2,374 cited
  • 2013Bringing Words to Life : Robust Vocabulary Instruction1,785 cited
  • 1991Flow: The Psychology of Optimal Experience1,018 cited
  • 1986The Effects of Vocabulary Instruction: A Model-Based Meta-Analysis1,005 cited
  • 2012Words as Tools: Learning Academic Vocabulary as Language Acquisition833 cited
  • 2007What Video Games Have to Teach Us About Learning and Literacy735 cited
  • 2001Sociological Practice: Linking Theory and Social Research713 cited
  • 1998Sociological Practice584 cited
  • 2008Understanding Video Games: The Essential Introduction557 cited

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2002
Reading don't fix no Chevys: literacy in the lives of young men
412 cited

Cited by

  • 2018Vocabulary Instruction: A Critical Analysis of Theories, Research, and Practice78 cited
  • 2023The Effects of Gamification On Student Motivation And Achievement In Learning English As A Foreign Language In Higher Education68 cited
  • 2022A mixed-methods study of the incidental acquisition of foreign language vocabulary and healthcare knowledge through serious game play67 cited
  • 2022The Pedagogical Use of Gamification in English Vocabulary Training and Learning in Higher Education61 cited
  • 2023The Effectiveness of Gamified Tools for Foreign Language Learning (FLL): A Systematic Review61 cited
  • 2017Vocabulary by Gamification61 cited
  • 2021Gamification in Teaching and Learning Languages: A Systematic Literature Review59 cited
  • 2023Practices, purposes and challenges in integrating gamification using technology: A mixed-methods study on university academics54 cited
  • 2015Gamification in Education: Where Are We in 2015?49 cited
  • 2019Gamification and accessibility47 cited
  • 2016Utilization of online educational resources in teaching: A moderated mediation perspective14 cited