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The Effect of Gamification on Students with Different Achievement Goal Orientations
16 references·16 citing·48 second hopsampled
The Effect of Gamification on Students with Different Achievement Goal Orientations (2014)The Effect of Gamification on Students wi…Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does Gamification Work? -- A …Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service (2013)Transforming homo economicus …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…Are badges useful in education?: it depends upon the type of badge and expertise of learner (2013)Are badges useful in educatio…GamiCAD (2012)GamiCADA User-Centered Theoretical Framework for Meaningful Gamification (2012)A User-Centered Theoretical F…Gamification in Education: What, How, Why Bother? (2011)Gamification in Education: Wh…From game design elements to gamefulness (2011)From game design elements to …Latent Class Cluster Analysis (2002)Latent Class Cluster AnalysisAchievement goals, study strategies, and exam performance: A mediational analysis. (1999)Achievement goals, study stra…The Development and Validation of Scales Assessing Students' Achievement Goal Orientations (1998)The Development and Validatio…Motivational processes affecting learning. (1986)Motivational processes affect…Adolescents' theories of education. (1985)Adolescents' theories of educ…Achievement motivation: Conceptions of ability, subjective experience, task choice, and performance. (1984)Achievement motivation: Conce…Hexad-12: Developing and Validating a Short Version of the Gamification User Types Hexad Scale (2023)Hexad-12: Developing and Vali…The role of learners’ characteristics in educational gamification systems: a systematic meta-review of the literature (2022)The role of learners’ charact…Gamification of an Entire Introductory Organic Chemistry Course: A Strategy to Enhance the Students’ Engagement (2022)Gamification of an Entire Int…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…Two decades of game concepts in digital learning environments – A bibliometric study and research agenda (2021)Two decades of game concepts …A systematic evaluation of game elements effects on students’ motivation (2021)A systematic evaluation of ga…Evaluating Activation and Absence of Negative Effect: Gamification and Escape Rooms for Learning (2020)Evaluating Activation and Abs…Using digital badges as goal-setting facilitators: a multiple case study (2019)Using digital badges as goal-…Investigating the Effectiveness of Gamification on Group Cohesion, Attitude, and Academic Achievement in Collaborative Learning Environments (2019)Investigating the Effectivene…Comparing badges and learning goals in low- and high-stakes learning contexts (2019)Comparing badges and learning…A Systematic Literature Review on Adaptive Gamification: Components, Methods, and Frameworks (2019)A Systematic Literature Revie…Affluent Gaming Experience Could Fail Gamification in Education: A Review (2017)Affluent Gaming Experience Co…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…A course gamification platform supporting student motivation and engagement (2014)A course gamification platfor…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)Principles of Behavior (1944)Pygmalion in the classroom (1968)Attention and Self-Regulation : A Control-Theory Approach to Human Behavior (1981)Assessment and Classroom Learning (1998)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Building a practically useful theory of goal setting and task motivation: A 35-year odyssey. (2002)The theory of planned behavior (1991)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)Beyond boredom and anxiety (1975)Learned helplessness in humans: Critique and reformulation. (1978)Self-efficacy: Toward a unifying theory of behavioral change (1978)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)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)Structural Equations with Latent Variables. (1991)Classrooms: Goals, structures, and student motivation. (1992)Revision of achievement goal theory: Necessary and illuminating. (2002)Advancing Achievement Goal Theory: Using Goal Structures and Goal Orientations to Predict Students' Motivation, Cognition, and Achievement. (2004)Do Psychosocial and Study Skill Factors Predict College Outcomes? A Meta-Analysis. (2004)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Do badges increase user activity? A field experiment on the effects of gamification (2015)Why do people use gamification services? (2015)What Is eSports and Why Do People Watch It? (2017)A social-cognitive approach to motivation and personality. (1988)Alternative Ways of Assessing Model Fit (1992)Testing Structural Equation Models. (1994)The Development of Competence Beliefs, Expectancies for Success, and Achievement Values from Childhood through Adolescence (2002)A latent profile analysis of college students’ achievement goal orientation (2006)The role of self-efficacy, task value, and achievement goals in predicting learning strategies, task disengagement, peer relationship, and achievement outcome (2007)Flow: The Psychology of Optimal Experience (1991)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Latent Structure Analysis. (1969)Exploratory Latent Structure Analysis Using Both Identifiable and Unidentifiable Models (1974)Investigating population heterogeneity with factor mixture models. 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References

  • 2011From game design elements to gamefulness8,391 cited
  • 1986Motivational processes affecting learning.6,921 cited
  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification5,197 cited
  • 1984Achievement motivation: Conceptions of ability, subjective experience, task choice, and performance.4,159 cited
  • 2013Gamifying learning experiences: Practical implications and outcomes2,013 cited
  • 2002Latent Class Cluster Analysis1,823 cited
  • 1999Achievement goals, study strategies, and exam performance: A mediational analysis.1,261 cited
  • 2011Gamification in Education: What, How, Why Bother?1,242 cited
  • 1998The Development and Validation of Scales Assessing Students' Achievement Goal Orientations809 cited
  • 2013Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service687 cited
  • 1985Adolescents' theories of education.573 cited
  • 2012A User-Centered Theoretical Framework for Meaningful Gamification563 cited
  • 2013The effect of virtual achievements on student engagement497 cited
  • 2013Are badges useful in education?: it depends upon the type of badge and expertise of learner486 cited
  • 2013

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Empirical Study on the Effect of Achievement Badges in TRAKLA2 Online Learning Environment
225 cited
  • 2012GamiCAD222 cited
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    • 2020Evaluating Activation and Absence of Negative Effect: Gamification and Escape Rooms for Learning121 cited
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    • 2016GAMIFICATION IN HIGHER EDUCATION AND STEM: A SYSTEMATIC REVIEW OF LITERATURE91 cited
    • 2022Comparing the effectiveness of badges and leaderboards on academic performance and motivation of students in fully versus partially gamified online physics classes74 cited
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    • 2022Computer-based business games in higher education: A proposal of a gamified learning framework53 cited
    • 2019Using digital badges as goal-setting facilitators: a multiple case study47 cited
    • 2022Gamification of an Entire Introductory Organic Chemistry Course: A Strategy to Enhance the Students’ Engagement42 cited
    • 2023Hexad-12: Developing and Validating a Short Version of the Gamification User Types Hexad Scale41 cited
    • 2019Comparing badges and learning goals in low- and high-stakes learning contexts41 cited
    • 2014A course gamification platform supporting student motivation and engagement38 cited
    • 2019A Systematic Literature Review on Adaptive Gamification: Components, Methods, and Frameworks38 cited
    • 2022The role of learners’ characteristics in educational gamification systems: a systematic meta-review of the literature31 cited
    • 2017Affluent Gaming Experience Could Fail Gamification in Education: A Review31 cited