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Teaching Technology Integration to K-12 Educators: A ‘Gamified’ Approach
16 references·2 citing·36 second hop
Teaching Technology Integration to K-12 Educators: A ‘Gamified’ Approach (2016)Teaching Technology Integration to K-12 E…Qualitative Case Study Methodology: Study Design and Implementation for Novice Researchers (2015)Qualitative Case Study Method…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 …Teacher beliefs and technology integration practices: A critical relationship (2012)Teacher beliefs and technolog…Reality is broken: why games make us better and how they can change the world (2012)Reality is broken: why games …GameFlow (2005)GameFlowWhat Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…What video games have to teach us about learning and literacy (2003)What video games have to teac…Games, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…First principles of instruction (2002)First principles of instructi…The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)The "What" and "Why" of Goal …Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Self-determination theory and…Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…Toward a Theory of Intrinsically Motivating Instruction* (1981)Toward a Theory of Intrinsica…The Modern Practice of Adult Education: From Pedagogy to Andragogy (1970)The Modern Practice of Adult …Gamification in nursing (2020)Gamification in nursingValoración y evaluación de los Aprendizajes Basados en Juegos (GBL) en contextos e-learning (2019)Valoración y evaluación de lo…Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. (1994)A pedagogy of Multiliteracies Designing Social Futures (1996)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-Efficacy: The Exercise of Control (1999)On Happiness and Human Potentials: A Review of Research on Hedonic and Eudaimonic Well-Being (2001)Self‐determination theory and work motivation (2005)Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions (2020)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)A systematic literature review of empirical evidence on computer games and serious games (2012)A meta-analysis of the cognitive and motivational effects of serious games. (2013)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Case Study Research: Design and Methods (1984)Naturalistic inquiry (1985)Qualitative Data Analysis: An Expanded Sourcebook (1994)Three Approaches to Case Study Methods in Education: Yin, Merriam, and Stake (2015)Memahami desain metode penelitian kualitatif (2021)Metodologi Penelitian Kualitatif (2022)The psychology of interpersonal relations. (1958)The need to belong: Desire for interpersonal attachments as a fundamental human motivation. (1995)Situated Learning (1991)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Foundations of Game-Based Learning (2015)Andragogy and Self‐Directed Learning: Pillars of Adult Learning Theory (2001)The Theory and Practice of Online Learning (2008)Reframing Professional Development Through Understanding Authentic Professional Learning (2009)Subjective well-being: Three decades of progress. (1999)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)The benefits of being present: Mindfulness and its role in psychological well-being. (2003)What Good Are Positive Emotions? (1998)From game design elements to gamefulness (2011)Gamification in theory and action: A survey (2014)
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References

  • 2000Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being.46,804 cited
  • 2000The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior34,111 cited
  • 1990Flow: the psychology of optimal experience12,637 cited
  • 2015Qualitative Case Study Methodology: Study Design and Implementation for Novice Researchers7,563 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 1970The Modern Practice of Adult Education: From Pedagogy to Andragogy3,918 cited
  • 2012The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education3,765 cited
  • 1991Flow: The Psychology of Optimal Experience3,621 cited
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  • 2012Reality is broken: why games make us better and how they can change the world2,923 cited
  • 1981Toward a Theory of Intrinsically Motivating Instruction*2,197 cited
  • 2005GameFlow2,122 cited
  • 2012Teacher beliefs and technology integration practices: A critical relationship2,104 cited
  • 2002

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First principles of instruction
2,090 cited
  • 2013Gamifying learning experiences: Practical implications and outcomes2,013 cited
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    • 2019Valoración y evaluación de los Aprendizajes Basados en Juegos (GBL) en contextos e-learning34 cited
    • 2020Gamification in nursing34 cited