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Learning healthy lifestyles through active videogames, motor games and the gamification of educational activities
3 references·16 citing·47 second hop
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References

  • 1973The Equivalence of Weighted Kappa and the Intraclass Correlation Coefficient as Measures of Reliability3,355 cited
  • 1985Proceedings of the SIGCHI conference on Human factors in computing systems - CHI '85318 cited
  • 2007The motivation of children to play an active video game181 cited

Cited by

  • 2021Gamification for educational purposes: What are the factors contributing to varied effectiveness?150 cited
  • 2023Using gamification to support learning in K‐12 education: A systematic literature review134 cited
  • 2020A systematic review of gamification techniques applied to elderly care122 cited
  • 2023Envisioning gamification in anesthesia, pain management, and critical care: basic principles, integration of artificial intelligence, and simulation strategies99 cited
  • 2023Game-Based Learning and Gamification in Physical Education: A Systematic Review94 cited
  • 2020Effects on Personal Factors Through Flipped Learning and Gamification as Combined Methodologies in Secondary Education94 cited
  • 2017Gamification in Stress Management Apps: A Critical App Review84 cited
  • 2018An Approach to Digital Game-based Learning: Video-games Principles and Applications in Foreign Language Learning78 cited
  • 2020The Dark Side of Narrow Gamification: Negative Impact of Assessment Gamification on Student Perceptions and Content Knowledge71 cited
  • 2018GAMIFICATION ELEMENTS AND THEIR IMPACTS ON TEACHING AND LEARNING – A REVIEW

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67 cited
  • 2018Exploring the Benefits of Using Gamification and Videogames for Physical Exercise: a Review of State of Art59 cited
  • 2019A Meta-Analysis of Selected Studies on the Effectiveness of Gamification Method for Children56 cited
  • 2019Effects of a Gamified Educational Program in the Nutrition of Children with Obesity55 cited
  • 2022The Effects of Sensory Cues on Immersive Experiences for Fostering Technology-Assisted Sustainable Behavior: A Systematic Review51 cited
  • 2018Exploring the relationships between gamification and motivational needs in technology design44 cited
  • 2021The effect of gamification on young mathematics learners’ achievements and attitudes43 cited