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A case study in the gamification of a university-level games development course
3 references·16 citing·45 second hop
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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)Educational Research: Planning, Conducting, and Evaluating Quantitative and Qualitative Research (2001)From game design elements to gamefulness (2011)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)The Effects of Gamification in Online Learning Environments: A Systematic Literature Review (2019)Gamification to Enhance Motivation and Engagement in Blended eLearning for Technical and Vocational Education and Training (2020)Gamification for educational purposes: What are the factors contributing to varied effectiveness? (2021)Effects of externally mediated rewards on intrinsic motivation. (1971)Status Characteristics and Social Interaction (1972)Using Social Psychology to Motivate Contributions to Online Communities (2005)Deconstructing gamification: evaluating the effectiveness of continuous measurement, virtual rewards, and social comparison for promoting physical activity (2014)Need-supporting gamification in education: An assessment of motivational effects over time (2018)Gig-workers’ motivation: thinking beyond carrots and sticks (2019)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)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)Effects of teacher role on student engagement in WeChat-Based online discussion learning (2020)Exploring the role of online EFL learners’ perceived social support in their learning engagement: a structural equation model (2020)Applying a business simulation game in a flipped classroom to enhance engagement, learning achievement, and higher-order thinking skills (2022)Qualitative research and evaluation methods (1980)Communities of practice learning, meaning, and identity (1999)Effect of Digital Game-Based Learning on Student Engagement and Motivation (2023)Basics of qualitative research : techniques and procedures for developing grounded theory (1998)A web-based collaborative reading annotation system with gamification mechanisms to improve reading performance (2019)Investigating the relationships among teachers’ motivational beliefs, motivational regulation, and their learning engagement in online professional learning communities (2019)A systematic review of the use of gamification in flipped learning (2021)A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. (1999)Best practices in exploratory factor analysis: four recommendations for getting the most from your analysis (2020)Self-directed learning in video games, affordances and pedagogical implications for teaching and learning (2020)The relationship between user types and gamification designs (2021)Understanding the dark side of gamification health management: A stress perspective (2021)Principles and Practice of Structural Equation Modeling (1998)School Engagement: Potential of the Concept, State of the Evidence (2004)Gamification as a Strategy to Increase Motivation and Engagement in Higher Education Chemistry Students (2021)The impact of applying challenge-based gamification program on students’ learning outcomes: Academic achievement, motivation and flow (2023)The role of gamified learning strategies in student's motivation in high school and higher education: A systematic review (2023)What video games have to teach us about learning and literacy (2003)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)Gamification in theory and action: A survey (2014)
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References

  • 2011Gamification. using game-design elements in non-gaming contexts2,412 cited
  • 2011Gamification in Education: What, How, Why Bother?1,242 cited
  • 2011Badges in Social Media: A Social Psychological Perspective297 cited

Cited by

  • 2019The Effects of Flow, Emotional Engagement, and Motivation on Success in a Gamified Online Learning Environment234 cited
  • 2017A qualitative investigation of student perceptions of game elements in a gamified course228 cited
  • 2023Gamification in Education210 cited
  • 2018An exploratory study of student engagement in gamified online discussions208 cited
  • 2015Gamification: The effect on student motivation and performance at the post-secondary level199 cited
  • 2017Studies of student engagement in gamified online discussions187 cited
  • 2018The effects of player type on performance: A gamification case study176 cited
  • 2016Gamification Solutions to Enhance Software User Engagement—A Systematic Review175 cited
  • 2014The role of gamification in education–a literature review136 cited
  • 2018Applying gamifications to asynchronous online discussions: A mixed methods study132 cited
  • 2017Teacher perceptions on the use of digital gamified learning in tourism education: The case of South African secondary schools

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129 cited
  • 2018Empirical Support for a Causal Relationship Between Gamification and Learning Outcomes128 cited
  • 2014Teaching Case of Gamification and Visual Technologies for Education122 cited
  • 2018An Empirical Investigation on the Benefits of Gamification in Programming Courses118 cited
  • 2018Implementing gamification in a university‐level UML modeling course: A case study110 cited
  • 2017ENHANCING ENGLISH LANGUAGE LEARNERS’ MOTIVATION THROUGH ONLINE GAMES103 cited