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GradeCraft (2013)GradeCraftThe Art of Game Design (2008)The Art of Game DesignTeaching With Rubrics: The Good, the Bad, and the Ugly (2005)Teaching With Rubrics: The Go…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…The motivation of gameplay (2002)The motivation of gameplayScience to practice: Does gamification enhance intrinsic motivation? (2022)Science to practice: Does gam…Online Game-Based Formative Assessment: Distant Learners Post Graduate Students’ Challenges Towards Quizizz (2020)Online Game-Based Formative A…Gamification and entrepreneurial intentions (2019)Gamification and entrepreneur…An interdisciplinary perspective on gamification: Mechanics, psychological mediators and outcomes (2019)An interdisciplinary perspect…Homo Ludens: A Study of the Play-Element in Culture. (1951)Being Digital (1995)Third generation educational use of computer games (2007)Enhancing workplace motivation through gamification: Transferrable lessons from pedagogy (2016)Studying student differentiation in gamified education: A long-term study (2016)Digital Game-Based Learning (2020)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)The Role of Assessment in a Learning Culture (2000)Using Rubrics To Promote Thinking and Learning. (2000)Inside the Black Box: Raising Standards through Classroom Assessment (2010)Peer and self assessment in massive online classes (2013)PeerStudio (2015)A critical review of the arguments against the use of rubrics (2020)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)The theory of planned behavior (1991)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Gamified experimental physics classes: a promising active learning methodology for higher education (2019)Gamification for Brand Value Co-Creation: A Systematic Literature Review (2021)Innovation farm: Teaching artificial intelligence through gamified social entrepreneurship in an introductory MIS course* (2021)The Role of Emotions in Marketing (1999)From game design elements to gamefulness (2011)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Gamification in Software Engineering: A Tertiary Study (2019)From Elements to Structures: An Agenda for Organisational Gamification (2020)Gamification and SQL (2020)Games, Motivation, and Learning: A Research and Practice Model (2002)The Four-Phase Model of Interest Development (2006)Making Learning Fun : A Taxonomy of Intrinsic Motivations for Learning (2021)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Self-Determination Theory: Basic Psychological Needs in Motivation, Development, and Wellness (2017)Influences of Gamification on Repurchase Intention and Intrinsic Motivations in Egyptian Hotels and Travel Agencies: The Mediating Role of Customer Engagement (2023)Gamification for Engaging Computer Science Students in Learning Activities: A Case Study (2014)The Lens of Intrinsic Skill Atoms: A Method for Gameful Design (2015)Serious games and the gamification of tourism (2016)
this work references cited by second hop

References

  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2008The Art of Game Design1,906 cited
  • 2005Teaching With Rubrics: The Good, the Bad, and the Ugly436 cited
  • 2002The motivation of gameplay243 cited

Cited by

  • 2019Gamification and entrepreneurial intentions60 cited
  • 2022Science to practice: Does gamification enhance intrinsic motivation?56 cited
  • 2019An interdisciplinary perspective on gamification: Mechanics, psychological mediators and outcomes51 cited
  • 2020Online Game-Based Formative Assessment: Distant Learners Post Graduate Students’ Challenges Towards Quizizz27 cited

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