SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
InfoSkills2Go: Using Badges and Gamification to Teach Information Literacy Skills and Concepts to College-Bound High School Students
6 references·7 citing·54 second hop
InfoSkills2Go: Using Badges and Gamification to Teach Information Literacy Skills and Concepts to College-Bound High School Students (2016)InfoSkills2Go: Using Badges and Gamificat…Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does Gamification Work? -- A …Are badges useful in education?: it depends upon the type of badge and expertise of learner (2013)Are badges useful in educatio…What's skill got to do with it?: Information literacy skills and self‐views of ability among first‐year college students (2011)What's skill got to do with i…Getting a clue: creating student detectives and dragon slayers in your library (2011)Getting a clue: creating stud…Extrinsic Rewards and Intrinsic Motivation in Education: Reconsidered Once Again (2001)Extrinsic Rewards and Intrins…Interactive-engagement versus traditional methods: A six-thousand-student survey of mechanics test data for introductory physics courses (1998)Interactive-engagement versus…The role of gamified learning strategies in student's motivation in high school and higher education: A systematic review (2023)The role of gamified learning…Quelling the Boredom with Alternative Instruction: Augmented Reality, Escape Kits, and Scavenger Hunts (2021)Quelling the Boredom with Alt…A Review of Gamification Impact on Student Behavioural and Learning Outcomes (2021)A Review of Gamification Impa…The effects of gamification on students’ academic achievement: a meta-analysis study (2019)The effects of gamification o…International good practice in information literacy education (2018)International good practice i…Identifying Good Practices in Information Literacy Education; Creating a Multi-lingual, Multi-cultural MOOC (2018)Identifying Good Practices in…Library instruction and information literacy 2016 (2017)Library instruction and infor…The theory of planned behavior (1991)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)From game design elements to gamefulness (2011)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 Rise of Motivational Information Systems: A Review of Gamification Research (2017)The 2 Sigma Problem: The Search for Methods of Group Instruction as Effective as One-to-One Tutoring (1984)Teaching problem solving through cooperative grouping. Part 1: Group versus individual problem solving (1992)Peer Instruction: Ten years of experience and results (2001)Does Active Learning Work? A Review of the Research (2004)Active learning increases student performance in science, engineering, and mathematics (2014)A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. (1999)Approach and avoidance motivation and achievement goals (1999)Expectancy–Value Theory of Achievement Motivation (2000)Digital badges in education (2013)Engaging Asian students through game mechanics: Findings from two experiment studies (2015)Learning Technology Models that Support Personalization within Blended Learning Environments in Higher Education (2020)The Seven Faces of Information Literacy (1997)Unskilled and unaware of it: How difficulties in recognizing one's own incompetence lead to inflated self-assessments. (1999)Information Literacy Competency Standards for Higher Education (2000)Do People Overestimate Their Information Literacy Skills? A Systematic Review of Empirical Evidence on the Dunning-Kruger Effect (2016)Accuracy and bias of ICT self-efficacy: An empirical study into students’ over- and underestimation of their ICT competences (2017)Survey of Information Literacy Instructional Practices in U.S. Academic Libraries (2018)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)What Adolescents Learn in Organized Youth Activities: A Survey of Self‐Reported Developmental Experiences (2003)The effects of parental involvement on students’ academic self‐efficacy, engagement and intrinsic motivation (2009)Student Motivation and Associated Outcomes: A Meta-Analysis From Self-Determination Theory (2021)The impact of the digital divide on information literacy training of Extended Curriculum Programme students at the Durban University of Technology (2011)Designing for Engagement: Using the ADDIE Model to Integrate High-Impact Practices into an Online Information Literacy Course (2016)Flipping one-shot library instruction: using Canvas and Pecha Kucha for peer teaching (2016)Inquiry Based Learning Models, Information Literacy, and Student Engagement: A literature review (2016)Zenginleştirilmiş Kütüphanelerdeki Mevcut Durum ve Uygulamaların Analizi: Ankara’nın Çankaya İlçesindeki 12 Okulda Gerçekleştirilen Araştırmanın Sonuçları (2020)Searching for a Definition of Information Literacy as a Socially Cohesive Component of Community: A Complementarity of Experts and Student Approach (2022)Bias in meta-analysis detected by a simple, graphical test (1997)Measuring inconsistency in meta-analyses (2003)Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement (2009)A Bibliometric Analysis of Gamification Research (2021)Exploring the impact of gamification on students’ academic performance: A comprehensive meta‐analysis of studies from the year 2008 to 2023 (2024)Impact of Gamification on Students’ Learning Outcomes and Academic Performance: A Longitudinal Study Comparing Online, Traditional, and Gamified Learning (2024)Procedures for Performing Systematic Reviews (2004)Gamification. using game-design elements in non-gaming contexts (2011)For the Win: How Game Thinking Can Revolutionize Your Business (2012)Games, Motivation, and Learning: A Research and Practice Model (2002)A Library Adventure: Comparing a Treasure Hunt with a Traditional Freshman Orientation Tour (2003)Play to win! Using games in library instruction to enhance student learning (2005)An Evaluation of Gamified Training: Using Narrative to Improve Reactions and Learning (2017)What is Gamification in Learning and Education? (2017)Digital game-based learning of information literacy: Effects of gameplay modes on university students’ learning performance, motivation, self-efficacy and flow experiences (2021)Self-efficacy: the exercise of control (1997)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Impact of gamification on school engagement: a systematic review (2024)The role of rewards in motivation—Beyond dichotomies (2024)The impact of educational gamification on cognition, emotions, and motivation: a randomized controlled trial (2025)
this work references cited by second hop

References

  • 1998Interactive-engagement versus traditional methods: A six-thousand-student survey of mechanics test data for introductory physics courses6,068 cited
  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification5,197 cited
  • 2001Extrinsic Rewards and Intrinsic Motivation in Education: Reconsidered Once Again1,595 cited
  • 2013Are badges useful in education?: it depends upon the type of badge and expertise of learner486 cited
  • 2011What's skill got to do with it?: Information literacy skills and self‐views of ability among first‐year college students242 cited
  • 2011Getting a clue: creating student detectives and dragon slayers in your library49 cited

Cited by

  • 2023The role of gamified learning strategies in student's motivation in high school and higher education: A systematic review217 cited
  • 2019The effects of gamification on students’ academic achievement: a meta-analysis study124 cited
  • 2021A Review of Gamification Impact on Student Behavioural and Learning Outcomes59 cited
  • 2017Library instruction and information literacy 201614 cited
  • 2018Identifying Good Practices in Information Literacy Education; Creating a Multi-lingual, Multi-cultural MOOC11 cited
  • 2018International good practice in information literacy education6 cited
  • 2021Quelling the Boredom with Alternative Instruction: Augmented Reality, Escape Kits, and Scavenger Hunts

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

4 cited