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Gamification of the Laboratory Experience to Encourage Student Engagement
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Gamification of the Laboratory Experience to Encourage Student Engagement (2013)Gamification of the Laboratory Experience…Gamifying learning experiences: Practical implications and outcomes (2013)Gamifying learning experience…The Development of Curricular Guidelines for Introductory Microbiology that Focus on Understanding (2012)The Development of Curricular…Gamification in Education: What, How, Why Bother? (2011)Gamification in Education: Wh…Evaluation of a Mobile Phone–Based Intervention to Increase Parents’ Knowledge About the Measles-Mumps-Rubella Vaccination and Their Psychological Empowerment: Mixed-Method Approach (2018)Evaluation of a Mobile Phone–…Ludificación y sus posibilidades en el entorno de blended learning: revisión documental (2017)Ludificación y sus posibilida…Social Foundations of Thought and Action : A Social Cognitive Theory (1985)A Theory of Goal Setting and Task PerformanceA Theory of Goal Setting and Task Performance, by LockeEdwin A. and LathamGary P.. Englewood Cliffs, NJ: Prentice-Hall, 1990. (1991)From Content to Context: Videogames as Designed Experience (2006)Gamification and student motivation (2014)The effect of gamification on motivation and engagement (2017)Gamified learning in higher education: A systematic review of the literature (2018)Force concept inventory (1992)Talking about Leaving: Why Undergraduates Leave the Sciences (1997)Understanding by Design (1998)Evaluating Discipline-Based Education Research for Promotion and Tenure (2017)Visual Literacy in Bloom: Using Bloom’s Taxonomy to Support Visual Learning Skills (2018)The Core Concepts, Competencies, and Grand Challenges of Comparative Vertebrate Anatomy and Morphology (2022)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)From game design elements to gamefulness (2011)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)La comunicación de marketing en la empresa de distribución española Mercadona (2017)Valoración y evaluación de los Aprendizajes Basados en Juegos (GBL) en contextos e-learning (2019)Using thematic analysis in psychology (2006)Vaccine hesitancy (2013)Barriers to Pretransplant Immunization: A Qualitative Interview Study of Pediatric Solid Organ Transplant Stakeholders (2020)Under-Vaccination in Pediatric Liver Transplant Candidates with Acute and Chronic Liver Disease—A Retrospective Observational Study of the European Reference Network TransplantChild (2021)
this work references cited by second hop

References

  • 2013Gamifying learning experiences: Practical implications and outcomes2,013 cited
  • 2011Gamification in Education: What, How, Why Bother?1,242 cited
  • 2012The Development of Curricular Guidelines for Introductory Microbiology that Focus on Understanding122 cited

Cited by

  • 2017Ludificación y sus posibilidades en el entorno de blended learning: revisión documental36 cited
  • 2018Evaluation of a Mobile Phone–Based Intervention to Increase Parents’ Knowledge About the Measles-Mumps-Rubella Vaccination and Their Psychological Empowerment: Mixed-Method Approach20 cited

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