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Gamification in E-Learning: Introducing Gamified Design Elements into E-Learning Systems
9 references·8 citing·41 second hop
Gamification in E-Learning: Introducing Gamified Design Elements into E-Learning Systems (2015)Gamification in E-Learning: Introducing G…Intrinsic Motivation and Self-Determination☆ (2016)Intrinsic Motivation and Self…The Model for Introduction of Gamification into E-learning in Higher Education (2015)The Model for Introduction of…Gamification for Engaging Computer Science Students in Learning Activities: A Case Study (2014)Gamification for Engaging Com…Play As You Learn: Gamification as a Technique for Motivating Learners (2013)Play As You Learn: Gamificati…Gamifying learning experiences: Practical implications and outcomes (2013)Gamifying learning experience…The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)The Gamification of Learning …Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps (2011)Gamification by Design: Imple…Universal Design for Learning (2000)Universal Design for LearningIntrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self…Practices, purposes and challenges in integrating gamification using technology: A mixed-methods study on university academics (2023)Practices, purposes and chall…Science to practice: Does gamification enhance intrinsic motivation? (2022)Science to practice: Does gam…Do gamified elements affect young people’s use behaviour on consumption-related mobile applications? (2021)Do gamified elements affect y…Gamified Learning Platform Analysis for Designing a Gamification-Based UI / UX of E-learning Applications: A Systematic Literature Review (2020)Gamified Learning Platform An…Evaluation of Gamification in E-Learning Systems for Elementary School Students (2020)Evaluation of Gamification in…A Conceptual Engagement Framework for Gamified E-Learning Platform Activities (2020)A Conceptual Engagement Frame…Gamification in Management Education: A Systematic Literature Review (2019)Gamification in Management Ed…Are we ready for Gamification? An exploratory analysis in a developing country (2019)Are we ready for Gamification…Flow: the psychology of optimal experience (1990)Information Systems Success: The Quest for the Dependent Variable (1992)What Video Games Have to Teach Us about Learning and Literacy (2004)Individualising gamification: An investigation of the impact of learning styles and personality traits on the efficacy of gamification using a prediction market (2016)A Worldwide Journey through Distance Education—From the Post Office to Virtual, Augmented and Mixed Realities, and Education during the COVID-19 Pandemic (2021)Gamification and e-learning for young learners: A systematic literature review, bibliometric analysis, and future research agenda (2021)Mind in Society: The Development of Higher Psychological Processes (1978)Reciprocal Teaching of Comprehension-Fostering and Comprehension-Monitoring Activities (1984)Effects of Training in Universal Design for Learning on Lesson Plan Development (2007)New learning elements of a science of education (2008)Universalism, universal design and equitable access to the built environment (2011)The Taxonomy of Educational Objectives (2012)Classrooms: Goals, structures, and student motivation. (1992)A Motivational Science Perspective on the Role of Student Motivation in Learning and Teaching Contexts. (2003)From game design elements to gamefulness (2011)Enhancing User Engagement through Gamification (2016)The use of gamification in education: a bibliometric and text mining analysis (2016)To gamify or not to gamify? An experimental field study of the influence of badges on motivation, activity, and performance in an online learning course (2017)Basics of qualitative research : techniques and procedures for developing grounded theory (1998)School Engagement: Potential of the Concept, State of the Evidence (2004)Engaging Asian students through game mechanics: Findings from two experiment studies (2015)A qualitative investigation of student perceptions of game elements in a gamified course (2017)The Effects of Flow, Emotional Engagement, and Motivation on Success in a Gamified Online Learning Environment (2019)Flow: The Psychology of Optimal Experience (1991)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)Science and Human Behavior (1953)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Agency and Empowerment: A Proposal for Internationally Comparable Indicators (2007)On the Development of Harmonious and Obsessive Passion: The Role of Autonomy Support, Activity Specialization, and Identification With the Activity (2009)From Use to Effective Use: A Representation Theory Perspective (2012)Self-Determination Theory: Basic Psychological Needs in Motivation, Development, and Wellness (2017)The theory of planned behavior (1991)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)Gamification as a Promoting Tool of Motivation for Creating Sustainable Higher Education Institutions (2022)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Gamification in theory and action: A survey (2014)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)
this work references cited by second hop

References

  • 1985Intrinsic Motivation and Self-Determination in Human Behavior26,744 cited
  • 2012The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education3,765 cited
  • 2011Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps2,374 cited
  • 2013Gamifying learning experiences: Practical implications and outcomes2,013 cited
  • 2016Intrinsic Motivation and Self-Determination☆577 cited
  • 2014Gamification for Engaging Computer Science Students in Learning Activities: A Case Study483 cited
  • 2015The Model for Introduction of Gamification into E-learning in Higher Education390 cited
  • 2013Play As You Learn: Gamification as a Technique for Motivating Learners353 cited
  • 2000Universal Design for Learning343 cited

Cited by

  • 2019Gamification in Management Education: A Systematic Literature Review96 cited
  • 2020Evaluation of Gamification in E-Learning Systems for Elementary School Students83 cited
  • 2019Are we ready for Gamification? An exploratory analysis in a developing country64 cited
  • 2022Science to practice: Does gamification enhance intrinsic motivation?56 cited
  • 2023Practices, purposes and challenges in integrating gamification using technology: A mixed-methods study on university academics

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54 cited
  • 2020A Conceptual Engagement Framework for Gamified E-Learning Platform Activities49 cited
  • 2020Gamified Learning Platform Analysis for Designing a Gamification-Based UI / UX of E-learning Applications: A Systematic Literature Review44 cited
  • 2021Do gamified elements affect young people’s use behaviour on consumption-related mobile applications?41 cited