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Gamification in education
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Gamification in education (2016)Gamification in educationIs School a Better Environment Than Home for Digital Game-Based Learning? The Case of GraphoGame (2015)Is School a Better Environmen…Dyslexia—Early Identification and Prevention: Highlights from the Jyväskylä Longitudinal Study of Dyslexia (2015)Dyslexia—Early Identification…The benefits of playing video games. (2013)The benefits of playing video…Psychological Perspectives on Motivation through Gamification (2013)Psychological Perspectives on…Learning with digital games : a practical guide to engaging students in higher education (2009)Learning with digital games :…Video Games in Education: Why They Should Be Used and How They Are Being Used (2008)Video Games in Education: Why…The educational benefits of videogames (2002)The educational benefits of v…Mind in Society: The Development of Higher Psychological Processes (1978)Social Learning Theory. (1978)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)A Large-Scale Test of the Goldilocks Hypothesis (2017)Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. (2017)Problematic online gaming and the COVID-19 pandemic (2020)Critical Inquiry in a Text-Based Environment: Computer Conferencing in Higher Education (1999)Games, Motivation, and Learning: A Research and Practice Model (2002)What Video Games Have to Teach Us about Learning and Literacy (2004)Building virtual cities, inspiring intelligent citizens: Digital games for developing students’ problem solving and learning motivation (2012)Cooperation begins: Encouraging critical thinking skills through cooperative reciprocity using a mobile learning game (2016)The use of a game-based learning platform to engage nursing students: A descriptive, qualitative study (2017)Parental Involvement in the Development of Children’s Reading Skill: A Five-Year Longitudinal Study (2002)Foundation literacy acquisition in European orthographies (2003)Reading Acquisition, Developmental Dyslexia, and Skilled Reading Across Languages: A Psycholinguistic Grain Size Theory. (2005)Distinguishing cause from effect – many deficits associated with developmental dyslexia may be a consequence of reduced and suboptimal reading experience (2017)Reading comprehension difficulty is often distinct from difficulty in reading fluency and accompanied with problems in motivation and school well-being (2019)How Are Practice and Performance Related? Development of Reading From Age 5 to 15 (2020)Overview of self-determination theory: An organismic-dialectical perspective. (2002)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Autonomy, competence, and relatedness in the classroom (2009)Learning through play: The impact of web-based games on early literacy development (2017)Kes Sesi: A mobile game designed to improve kindergarteners' recognition of letter sounds (2018)A narrative review of methods used to examine digital gaming impacts on learning and cognition during middle childhood (2021)Educational video game for juvenile diabetes: results of a controlled trial (1997)The Structural Characteristics of Video Games: A Psycho-Structural Analysis (2004)Distinguishing between games and simulations: A systematic review (2007)Videogame Addiction and its Treatment (2009)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Gamificación en educación: una panorámica sobre el estado de la cuestión (2018)Can gamification help to improve education? Findings from a longitudinal study (2020)Does gamification affect brand engagement and equity? A study in online brand communities (2020)Digital Gaming and Language Learning: Autonomy and Community (2014)Balancing cognitive complexity and gaming level: Effects of a cognitive complexity-based competition game on EFL students' English vocabulary learning performance, anxiety and behaviors (2020)EmoFindAR: Evaluation of a mobile multiplayer augmented reality game for primary school children (2020)
this work references cited by second hop

References

  • 2013The benefits of playing video games.2,456 cited
  • 2013Psychological Perspectives on Motivation through Gamification380 cited
  • 2002The educational benefits of videogames334 cited
  • 2008Video Games in Education: Why They Should Be Used and How They Are Being Used333 cited
  • 2009Learning with digital games : a practical guide to engaging students in higher education268 cited
  • 2015Dyslexia—Early Identification and Prevention: Highlights from the Jyväskylä Longitudinal Study of Dyslexia120 cited
  • 2015Is School a Better Environment Than Home for Digital Game-Based Learning? The Case of GraphoGame68 cited

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