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An Introduction to Gamification: Adding Game Elements for Engagement
6 references·16 citing·47 second hop
An Introduction to Gamification: Adding Game Elements for Engagement (2015)An Introduction to Gamification: Adding G…Leaderboards in a virtual classroom: A test of stereotype threat and social comparison explanations for women's math performance (2014)Leaderboards in a virtual cla…Gamification in theory and action: A survey (2014)Gamification in theory and ac…Gamification as a tool for enhancing graduate medical education (2014)Gamification as a tool for en…Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Assessing the effects of gami…The Gamification of Learning and Instruction Fieldbook: Ideas into Practice (2013)The Gamification of Learning …The Challenges and Opportunities of Teaching “Generation Y” (2011)The Challenges and Opportunit…Using gamification to support learning in K‐12 education: A systematic literature review (2023)Using gamification to support…Envisioning gamification in anesthesia, pain management, and critical care: basic principles, integration of artificial intelligence, and simulation strategies (2023)Envisioning gamification in a…EFL learners’ motivation in a gamified formative assessment: The case of Quizizz (2023)EFL learners’ motivation in a…Serious Game Design in Health Education: A Systematic Review (2022)Serious Game Design in Health…Interweaving gaming and educational technologies: Clustering and forecasting the trends of game-based learning research by bibliometric and visual analysis (2021)Interweaving gaming and educa…Gamification in tourism and hospitality research in the era of digital platforms: a systematic literature review (2021)Gamification in tourism and h…Serious games for smoking prevention and cessation: A systematic review of game elements and game effects (2020)Serious games for smoking pre…A systematic review of mobile game-based learning in STEM education (2020)A systematic review of mobile…The Influence of Gamification on Decision Making in Nursing Students (2019)The Influence of Gamification…Main gamification concepts: A systematic mapping study (2019)Main gamification concepts: A…Game‐Based Learning in Virtual Worlds: A Multiuser Online Game for Medical Undergraduate Radiology Education within Second Life (2019)Game‐Based Learning in Virtua…Benefits of an Escape Room as a Novel Educational Activity for Radiology Residents (2019)Benefits of an Escape Room as…The Adoption of Students' Hedonic Motivation System Model to Gamified Learning Environment (2018)The Adoption of Students' Hed…Educational Analytics (2018)Educational AnalyticsThe effects of online social networking on retail consumer dynamics in the attractions industry: The case of ‘E-da’ theme park, Taiwan (2016)The effects of online social …The development of gamified learning activities to increase student engagement in learning (2016)The development of gamified l…Comparing Millennial and Generation X Medical Students at One Medical School (2006)Generation Y’s positive and negative eWOM: use of social media and mobile technology (2017)To the point: medical education, technology, and the millennial learner (2017)A Theory of Social Comparison Processes (1954)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. 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References

  • 2014Gamification in theory and action: A survey2,509 cited
  • 2014Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance1,927 cited
  • 2013The Gamification of Learning and Instruction Fieldbook: Ideas into Practice418 cited
  • 2014Gamification as a tool for enhancing graduate medical education286 cited
  • 2014Leaderboards in a virtual classroom: A test of stereotype threat and social comparison explanations for women's math performance269 cited
  • 2011The Challenges and Opportunities of Teaching “Generation Y”236 cited

Cited by

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  • 2019Main gamification concepts: A systematic mapping study137 cited
  • 2023Using gamification to support learning in K‐12 education: A systematic literature review134 cited
  • 2020A systematic review of mobile game-based learning in STEM education129 cited
  • 2019Benefits of an Escape Room as a Novel Educational Activity for Radiology Residents127 cited
  • 2023Envisioning gamification in anesthesia, pain management, and critical care: basic principles, integration of artificial intelligence, and simulation strategies99 cited
  • 2018The Adoption of Students' Hedonic Motivation System Model to Gamified Learning Environment

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  • 2019Game‐Based Learning in Virtual Worlds: A Multiuser Online Game for Medical Undergraduate Radiology Education within Second Life94 cited
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  • 2022Serious Game Design in Health Education: A Systematic Review62 cited
  • 2023EFL learners’ motivation in a gamified formative assessment: The case of Quizizz56 cited
  • 2016The effects of online social networking on retail consumer dynamics in the attractions industry: The case of ‘E-da’ theme park, Taiwan55 cited
  • 2020Serious games for smoking prevention and cessation: A systematic review of game elements and game effects43 cited
  • 2021Interweaving gaming and educational technologies: Clustering and forecasting the trends of game-based learning research by bibliometric and visual analysis43 cited
  • 2018Educational Analytics38 cited