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Engaging Asian students through game mechanics: Findings from two experiment studies
16 references·16 citing·43 second hopsampled
Engaging Asian students through game mechanics: Findings from two experiment studies (2015)Engaging Asian students through game mech…Digital Game-Based Learning (2020)Digital Game-Based LearningDoes Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does Gamification Work? -- A …Handbook of Research on Student Engagement (2012)Handbook of Research on Stude…Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps (2011)Gamification by Design: Imple…From game design elements to gamefulness (2011)From game design elements to …Handbook of Child Psychology (2007)Handbook of Child PsychologyMotivations for Play in Online Games (2006)Motivations for Play in Onlin…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…School Engagement: Potential of the Concept, State of the Evidence (2004)School Engagement: Potential …Handbook of Self-Determination Research (2004)Handbook of Self-Determinatio…Sense of relatedness as a factor in children's academic engagement and performance. (2003)Sense of relatedness as a fac…A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives (2001)A taxonomy for learning, teac…The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)The "What" and "Why" of Goal …Self-efficacy mechanism in human agency. (1982)Self-efficacy mechanism in hu…A Theory of Social Comparison Processes (1954)A Theory of Social Comparison…Science and Human Behavior (1953)Science and Human BehaviorEffect of Digital Game-Based Learning on Student Engagement and Motivation (2023)Effect of Digital Game-Based …Gamification for educational purposes: What are the factors contributing to varied effectiveness? (2021)Gamification for educational …Gamification and e-learning for young learners: A systematic literature review, bibliometric analysis, and future research agenda (2021)Gamification and e-learning f…Towards a motivational design? Connecting gamification user types and online learning activities (2020)Towards a motivational design…Capturing the complexity of gamification elements: a holistic approach for analysing existing and deriving novel gamification designs (2020)Capturing the complexity of g…The Effects of Flow, Emotional Engagement, and Motivation on Success in a Gamified Online Learning Environment (2019)The Effects of Flow, Emotiona…Exploring the impact of gamification on student engagement and involvement with e-learning systems (2019)Exploring the impact of gamif…A web-based collaborative reading annotation system with gamification mechanisms to improve reading performance (2019)A web-based collaborative rea…Improving Sexual Health Education Programs for Adolescent Students through Game-Based Learning and Gamification (2018)Improving Sexual Health Educa…Implementing a theory-driven gamification model in higher education flipped courses: Effects on out-of-class activity completion and quality of artifacts (2018)Implementing a theory-driven …Examining competitive, collaborative and adaptive gamification in young learners' math learning (2018)Examining competitive, collab…A comparison of flipped learning with gamification, traditional learning, and online independent study: the effects on students’ mathematics achievement and cognitive engagement (2018)A comparison of flipped learn…Applying “First Principles of Instruction” as a design theory of the flipped classroom: Findings from a collective study of four secondary school subjects (2017)Applying “First Principles of…A qualitative investigation of student perceptions of game elements in a gamified course (2017)A qualitative investigation o…Incorporating meaningful gamification in a blended learning research methods class: Examining student learning, engagement, and affective outcomes (2016)Incorporating meaningful gami…Clickers in the flipped classroom: bring your own device (BYOD) to promote student learning (2016)Clickers in the flipped class…Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. 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(2000)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)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)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-Efficacy: The Exercise of Control (1999)On Happiness and Human Potentials: A Review of Research on Hedonic and Eudaimonic Well-Being (2001)Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions (2020)Informal social communication. (1950)Deviation, rejection, and communication. 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(2003)Pursuing Happiness: The Architecture of Sustainable Change (2005)Self‐determination theory and work motivation (2005)Teaching For Quality Learning At University (1999)A Revision of Bloom's Taxonomy: An Overview (2002)The use of flipped classrooms in higher education: A scoping review (2015)
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References

  • 2000The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior34,111 cited
  • 1954A Theory of Social Comparison Processes20,836 cited
  • 1982Self-efficacy mechanism in human agency.15,974 cited
  • 2001A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives13,929 cited
  • 2004School Engagement: Potential of the Concept, State of the Evidence12,540 cited
  • 1953Science and Human Behavior8,944 cited
  • 2011From game design elements to gamefulness8,391 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification5,197 cited
  • 2004Handbook of Self-Determination Research4,542 cited
  • 2007Handbook of Child Psychology3,845 cited
  • 2012Handbook of Research on Student Engagement3,048 cited
  • 2006Motivations for Play in Online Games2,933 cited
  • 2020Digital Game-Based Learning2,893 cited
  • 2003Sense of relatedness as a factor in children's academic engagement and performance.2,684 cited
  • 2011

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Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps
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Cited by

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  • 2019Exploring the impact of gamification on student engagement and involvement with e-learning systems258 cited
  • 2021Gamification and e-learning for young learners: A systematic literature review, bibliometric analysis, and future research agenda253 cited
  • 2019The Effects of Flow, Emotional Engagement, and Motivation on Success in a Gamified Online Learning Environment234 cited
  • 2018Examining competitive, collaborative and adaptive gamification in young learners' math learning231 cited
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  • 2018Improving Sexual Health Education Programs for Adolescent Students through Game-Based Learning and Gamification208 cited
  • 2023Effect of Digital Game-Based Learning on Student Engagement and Motivation180 cited
  • 2017Applying “First Principles of Instruction” as a design theory of the flipped classroom: Findings from a collective study of four secondary school subjects166 cited
  • 2020Towards a motivational design? Connecting gamification user types and online learning activities156 cited
  • 2020Capturing the complexity of gamification elements: a holistic approach for analysing existing and deriving novel gamification designs153 cited
  • 2021Gamification for educational purposes: What are the factors contributing to varied effectiveness?150 cited
  • 2016Clickers in the flipped classroom: bring your own device (BYOD) to promote student learning148 cited
  • 2016Incorporating meaningful gamification in a blended learning research methods class: Examining student learning, engagement, and affective outcomes147 cited
  • 2019A web-based collaborative reading annotation system with gamification mechanisms to improve reading performance141 cited