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How (not) to introduce badges to online exercises
8 references·16 citing·50 second hopsampled
How (not) to introduce badges to online exercises (2014)How (not) to introduce badges to online e…The effect of virtual achievements on student engagement (2013)The effect of virtual achieve…Gamifying learning experiences: Practical implications and outcomes (2013)Gamifying learning experience…Empirical Study on the Effect of Achievement Badges in TRAKLA2 Online Learning Environment (2013)Empirical Study on the Effect…A User-Centered Theoretical Framework for Meaningful Gamification (2012)A User-Centered Theoretical F…From game design elements to gamefulness (2011)From game design elements to …Applying game achievement systems to enhance user experience in a photo sharing service (2009)Applying game achievement sys…Qualitative Content Analysis (2008)Qualitative Content AnalysisA meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. (1999)A meta-analytic review of exp…Negative effects of gamification in education software: Systematic mapping and practitioner perceptions (2022)Negative effects of gamificat…Gamifying Online Training in Management Education to Support Emotional Engagement and Problem-solving Skills (2022)Gamifying Online Training in …Computer-based business games in higher education: A proposal of a gamified learning framework (2022)Computer-based business games…Comparing the effectiveness of badges and leaderboards on academic performance and motivation of students in fully versus partially gamified online physics classes (2022)Comparing the effectiveness o…The More, the Merrier? - How Adding and Removing Game Design Elements Impact Motivation and Performance in a Gamification Environment (2021)The More, the Merrier? - How …A Bibliometric Analysis of Gamification Research (2021)A Bibliometric Analysis of Ga…Using digital badges as goal-setting facilitators: a multiple case study (2019)Using digital badges as goal-…Instructional digital badges: effective learning tools (2019)Instructional digital badges:…The effects of gamification elements in e-learning platforms (2018)The effects of gamification e…La gamificación como estrategia didáctica para la enseñanza/aprendizaje de la programación: un mapeo sistemático de literatura (2018)La gamificación como estrateg…An Empirical Investigation on the Benefits of Gamification in Programming Courses (2018)An Empirical Investigation on…A Critique and Defense of Gamification. (2017)A Critique and Defense of Gam…GAMIFICATION IN HIGHER EDUCATION AND STEM: A SYSTEMATIC REVIEW OF LITERATURE (2016)GAMIFICATION IN HIGHER EDUCAT…Developing a Comprehensive Engagement Framework of Gamification for Reflective Learning (2016)Developing a Comprehensive En…The Effect of Gamification on Students with Different Achievement Goal Orientations (2014)The Effect of Gamification on…A History and Frameworks of Digital Badges in Education (2014)A History and Frameworks of D…The Psychology of Interpersonal Relations. (1958)A Coefficient of Agreement for Nominal Scales (1960)Intrinsic Motivation and Self-Determination in Human Behavior (1988)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 Power of Feedback (2007)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Gamification. using game-design elements in non-gaming contexts (2011)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)Microcomputer Playfulness: Development of a Measure With Workplace Implications (1992)Games, Motivation, and Learning: A Research and Practice Model (2002)A model of user adoption of interface agents for email notification (2008)Framework for Designing and Evaluating Game Achievements (2011)Orientation Passport (2011)Self-explanations: How students study and use examples in learning to solve problems (1989)Self‐Explanations: How Students Study and Use Examples in Learning to Solve Problems (1989)Eliciting self-explanations improves understanding, (1994)Gamification for Engaging Computer Science Students in Learning Activities: A Case Study (2014)“Working out for likes”: An empirical study on social influence in exercise gamification (2015)Does gamification increase engagement with online programs? A systematic review (2017)The Discovery of Grounded Theory: Strategies for Qualitative Research. (1968)Content Analysis: An Introduction to its Methodology. (1984)Basics of Qualitative Research: Grounded Theory Procedures and Techniques. (1992)Three Approaches to Qualitative Content Analysis (2005)Content analysis and thematic analysis: Implications for conducting a qualitative descriptive study (2013)A hands-on guide to doing content analysis (2017)Flow: The Psychology of Optimal Experience (1991)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)Motivational processes affecting learning. (1986)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Evaluating Activation and Absence of Negative Effect: Gamification and Escape Rooms for Learning (2020)A systematic evaluation of game elements effects on students’ motivation (2021)Two decades of game concepts in digital learning environments – A bibliometric study and research agenda (2021)Gamification in Education: What, How, Why Bother? (2011)The Effect of Achievement Badges on Students’ Behavior: An Empirical Study in a University-Level Computer Science Course (2015)Studying student differentiation in gamified education: A long-term study (2016)Effects of Gamification on Behavioral Change in Education: A Meta-Analysis (2021)Handbook of Self-Determination Research (2004)Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps (2011)The Lens of Intrinsic Skill Atoms: A Method for Gameful Design (2015)Serious games and the gamification of tourism (2016)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)The Coding Manual for Qualitative Researchers (2022)Approaches and game elements used to tailor digital gamification for learning: A systematic literature review (2024)Exploring the impact of gamification on students’ academic performance: A comprehensive meta‐analysis of studies from the year 2008 to 2023 (2024)The impact of educational gamification on cognition, emotions, and motivation: a randomized controlled trial (2025)
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References

  • 2011From game design elements to gamefulness8,391 cited
  • 1999A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation.7,172 cited
  • 2008Qualitative Content Analysis6,108 cited
  • 2013Gamifying learning experiences: Practical implications and outcomes2,013 cited
  • 2012A User-Centered Theoretical Framework for Meaningful Gamification563 cited
  • 2013The effect of virtual achievements on student engagement497 cited
  • 2013Empirical Study on the Effect of Achievement Badges in TRAKLA2 Online Learning Environment225 cited
  • 2009Applying game achievement systems to enhance user experience in a photo sharing service157 cited

Cited by

  • 2022Negative effects of gamification in education software: Systematic mapping and practitioner perceptions130 cited
  • 2014The Effect of Gamification on Students with Different Achievement Goal Orientations121 cited
  • 2018An Empirical Investigation on the Benefits of Gamification in Programming Courses118 cited
  • 2017A Critique and Defense of Gamification.102 cited
  • 2021A Bibliometric Analysis of Gamification Research102 cited
  • 2016GAMIFICATION IN HIGHER EDUCATION AND STEM: A SYSTEMATIC REVIEW OF LITERATURE91 cited

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  • 2022Comparing the effectiveness of badges and leaderboards on academic performance and motivation of students in fully versus partially gamified online physics classes74 cited
  • 2016Developing a Comprehensive Engagement Framework of Gamification for Reflective Learning68 cited
  • 2019Instructional digital badges: effective learning tools59 cited
  • 2022Computer-based business games in higher education: A proposal of a gamified learning framework53 cited
  • 2014A History and Frameworks of Digital Badges in Education50 cited
  • 2018The effects of gamification elements in e-learning platforms48 cited
  • 2019Using digital badges as goal-setting facilitators: a multiple case study47 cited
  • 2018La gamificación como estrategia didáctica para la enseñanza/aprendizaje de la programación: un mapeo sistemático de literatura44 cited
  • 2021The More, the Merrier? - How Adding and Removing Game Design Elements Impact Motivation and Performance in a Gamification Environment44 cited
  • 2022Gamifying Online Training in Management Education to Support Emotional Engagement and Problem-solving Skills43 cited