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Gamification: The effect on student motivation and performance at the post-secondary level
16 references·16 citing·42 second hopsampled
Gamification: The effect on student motivation and performance at the post-secondary level (2015)Gamification: The effect on student motiv…Gamification in software engineering – A systematic mapping (2014)Gamification in software engi…Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does Gamification Work? -- A …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…An empirical study comparing gamification and social networking on e-learning (2014)An empirical study comparing …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…Are badges useful in education?: it depends upon the type of badge and expertise of learner (2013)Are badges useful in educatio…From game design elements to gamefulness (2011)From game design elements to …Investigating the impact of video games on high school students’ engagement and learning about genetics (2009)Investigating the impact of v…A Qualitative Meta-Analysis of Computer Games as Learning Tools (2009)A Qualitative Meta-Analysis o…Focus on Formative Feedback (2008)Focus on Formative FeedbackDigital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2008)Digital Game-Based Learning i…Using games and simulations for supporting learning (2006)Using games and simulations f…Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. (2006)Digital Game-Based Learning: …Making learning fun: Quest Atlantis, a game without guns (2005)Making learning fun: Quest At…Educational Research: Planning, Conducting, and Evaluating Quantitative and Qualitative Research (2001)Educational Research: Plannin…The Effect of AI Gamification on Students’ Engagement and Academic Achievement in Malaysia: SEM Analysis Perspectives (2025)The Effect of AI Gamification…Design and Development of a Scaffolding-Based Mindtool for Gamified Learning Classrooms (2022)Design and Development of a S…The effect of gamification on young mathematics learners’ achievements and attitudes (2021)The effect of gamification on…Online Escape Room during COVID-19: A Qualitative Study of Social Education Degree Students’ Experiences (2021)Online Escape Room during COV…Ocean literacy gamified: A systematic evaluation of the effect of game elements on students’ learning experience (2021)Ocean literacy gamified: A sy…Gamification for educational purposes: What are the factors contributing to varied effectiveness? (2021)Gamification for educational …A systematic evaluation of game elements effects on students’ motivation (2021)A systematic evaluation of ga…Gamification to Enhance Motivation and Engagement in Blended eLearning for Technical and Vocational Education and Training (2020)Gamification to Enhance Motiv…Designing Effective Gamified Learning Experiences (2020)Designing Effective Gamified …The effects of gamification on students’ academic achievement: a meta-analysis study (2019)The effects of gamification o…The Effects of Gamification in Online Learning Environments: A Systematic Literature Review (2019)The Effects of Gamification i…Innovation in the teaching-learning process: the case of Kahoot! (2019)Innovation in the teaching-le…Does Gamification in Education Work?: Experimental Evidence from Chile (2019)Does Gamification in Educatio…The effects of gamification elements in e-learning platforms (2018)The effects of gamification e…Gamification in MOOCs to enhance users' goal achievement (2017)Gamification in MOOCs to enha…Engaging undergraduate students in a co-curricular digital badging platform (2017)Engaging undergraduate studen…What Video Games Have to Teach Us about Learning and Literacy (2004)Serious Games : An Overview (2007)The ECAR Study of Undergraduate Students and Information Technology, 2007 (2007)Information technology and Gen Z: The role of teachers, the internet, and technology in the education of young people (2021)The theory of planned behavior (1991)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (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)Digital game-based learning (2003)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Digital Games, Design, and Learning (2015)Foundations of Game-Based Learning (2015)Digital Game-Based Learning (2020)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)A Theory of Social Comparison Processes (1954)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017)Mind in Society: The Development of Higher Psychological Processes (1978)Experiential Learning : Experience as the Source of Learning and Development (1983)What Do Students Gain by Engaging in Socioscientific Inquiry? (2007)Design-Based Research (2012)Diffusion of Innovations 1 (2019)Handbook of research on teaching (1986)A social-cognitive approach to motivation and personality. (1988)Assessment and Classroom Learning (1998)Education for Life and Work: Developing Transferable Knowledge and Skills in the 21st Century (2012)Rethinking models of feedback for learning: the challenge of design (2012)The development of student feedback literacy: enabling uptake of feedback (2018)Flow: The Psychology of Optimal Experience (1991)Frames of Mind: The Theory of Multiple Intelligences (1984)How to Design and Evaluate Research in Education (1990)School Engagement: Potential of the Concept, State of the Evidence (2004)Students’ perceptions about the use of video games in the classroom (2009)Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness (2013)Technology use, self-directed learning, student engagement and academic performance: Examining the interrelations (2016)Using Mixed-Methods Sequential Explanatory Design: From Theory to Practice (2005)A General Inductive Approach for Analyzing Qualitative Evaluation Data (2006)Qualitative Research Designs (2007)
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References

  • 2001Educational Research: Planning, Conducting, and Evaluating Quantitative and Qualitative Research25,504 cited
  • 2011From game design elements to gamefulness8,391 cited
  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification5,197 cited
  • 2008Focus on Formative Feedback4,623 cited
  • 2013Gamifying learning experiences: Practical implications and outcomes2,013 cited
  • 2014Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance1,927 cited
  • 2008Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation1,689 cited
  • 2006Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless.1,172 cited
  • 2005Making learning fun: Quest Atlantis, a game without guns949 cited
  • 2009Investigating the impact of video games on high school students’ engagement and learning about genetics646 cited
  • 2014An empirical study comparing gamification and social networking on e-learning625 cited
  • 2013Are badges useful in education?: it depends upon the type of badge and expertise of learner486 cited
  • 2014Gamification in software engineering – A systematic mapping387 cited
  • 2009A Qualitative Meta-Analysis of Computer Games as Learning Tools

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362 cited
  • 2013Play As You Learn: Gamification as a Technique for Motivating Learners353 cited
  • 2006Using games and simulations for supporting learning340 cited
  • Cited by

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    • 2019The effects of gamification on students’ academic achievement: a meta-analysis study124 cited
    • 2021A systematic evaluation of game elements effects on students’ motivation98 cited
    • 2025The Effect of AI Gamification on Students’ Engagement and Academic Achievement in Malaysia: SEM Analysis Perspectives87 cited
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    • 2020Designing Effective Gamified Learning Experiences59 cited
    • 2021Ocean literacy gamified: A systematic evaluation of the effect of game elements on students’ learning experience52 cited
    • 2017Gamification in MOOCs to enhance users' goal achievement52 cited
    • 2019Does Gamification in Education Work?: Experimental Evidence from Chile52 cited
    • 2018The effects of gamification elements in e-learning platforms48 cited
    • 2021The effect of gamification on young mathematics learners’ achievements and attitudes43 cited
    • 2017Engaging undergraduate students in a co-curricular digital badging platform37 cited
    • 2021Online Escape Room during COVID-19: A Qualitative Study of Social Education Degree Students’ Experiences37 cited
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