SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Exploring the use of a gamification platform to support students with dyslexia
16 references·0 citing·34 second hop
Exploring the use of a gamification platform to support students with dyslexia (2015)Exploring the use of a gamification platf…Gamification in theory and action: A survey (2014)Gamification in theory and ac…Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does Gamification Work? -- A …Using gamification to motivate children to complete empirical studies in lab environments (2013)Using gamification to motivat…The effect of virtual achievements on student engagement (2013)The effect of virtual achieve…Improving participation and learning with gamification (2013)Improving participation and l…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…A User-Centered Theoretical Framework for Meaningful Gamification (2012)A User-Centered Theoretical F…From game design elements to gamefulness (2011)From game design elements to …Identifying and Teaching Children and Young People with Dyslexia and Literacy Difficulties (2009)Identifying and Teaching Chil…Using thematic analysis in psychology (2006)Using thematic analysis in ps…Educational Psychology Developing Learners (2004)Educational Psychology Develo…Extrinsic Rewards and Intrinsic Motivation in Education: Reconsidered Once Again (2001)Extrinsic Rewards and Intrins…Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Intrinsic and Extrinsic Motiv…Educational Psychology: Developing Learners (1997)Educational Psychology: Devel…Effects of externally mediated rewards on intrinsic motivation. (1971)Effects of externally mediate…Qualitative evaluation and research methods (1990)Qualitative Data Analysis: An Expanded Sourcebook (1994)Basics of qualitative research : techniques and procedures for developing grounded theory (1998)Older Adults' Reasons for Using Technology while Aging in Place (2015)Thematic Analysis (2017)Reflecting on reflexive thematic analysis (2019)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 Gamification of Learning: a Meta-analysis (2019)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Rules of Play: Game Design Fundamentals (2003)Schedules of reinforcement. (1957)Motivation reconsidered: The concept of competence. (1963)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Self‐determination theory and work motivation (2005)A Theory of Cognitive Dissonance (2017)Flow: The Psychology of Optimal Experience (1991)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Intrinsic motivation and extrinsic incentives jointly predict performance: A 40-year meta-analysis. (2014)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)Motivational Beliefs, Values, and Goals (2002)Technology Acceptance Model 3 and a Research Agenda on Interventions (2008)Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions (2020)Handbook of Self-Determination Research (2004)Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps (2011)Gamification for health and wellbeing: A systematic review of the literature (2016)Learning Styles (2008)Cognitive and Social Constructivism: Developing Tools for an Effective Classroom. (2009)Improving Students’ Learning With Effective Learning Techniques (2013)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)
this work references cited by second hop

References

  • 2006Using thematic analysis in psychology237,789 cited
  • 2000Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions22,043 cited
  • 2011From game design elements to gamefulness11,928 cited
  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification6,655 cited
  • 1971Effects of externally mediated rewards on intrinsic motivation.4,497 cited
  • 2014Gamification in theory and action: A survey2,989 cited
  • 2013Gamifying learning experiences: Practical implications and outcomes2,410 cited
  • 2001Extrinsic Rewards and Intrinsic Motivation in Education: Reconsidered Once Again1,766 cited
  • 1997Educational Psychology: Developing Learners912 cited
  • 2012A User-Centered Theoretical Framework for Meaningful Gamification563 cited
  • 2013The effect of virtual achievements on student engagement533 cited
  • 2013Improving participation and learning with gamification320 cited
  • 2004Educational Psychology Developing Learners254 cited
  • 2013Empirical Study on the Effect of Achievement Badges in TRAKLA2 Online Learning Environment225 cited
  • 2009Identifying and Teaching Children and Young People with Dyslexia and Literacy Difficulties

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

210 cited
  • 2013Using gamification to motivate children to complete empirical studies in lab environments124 cited
  • Cited by

    No citing works inside the corpus for this window.