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Using Game Elements to Increase Student Engagement in Course Assignments
16 references·2 citing·37 second hop
Using Game Elements to Increase Student Engagement in Course Assignments (2016)Using Game Elements to Increase Student E…Gamification in Education (2017)Gamification in EducationTraining and development (2013)Training and developmentKAPP, Karl M. The gamification of learning and instruction: game-based methods and strategies for training and education. San Francisco: Pfeiffer, 2012. (2013)KAPP, Karl M. The gamificatio…Using Gamification to Increase Student Engagement and Participation in Class Discussion (2012)Using Gamification to Increas…The Place of Game-Based Learning in an Age of Austerity. (2012)The Place of Game-Based Learn…The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)The Gamification of Learning …Reality is broken: why games make us better and how they can change the world (2012)Reality is broken: why games …The Multiplayer Classroom: Designing Coursework as a Game (2011)The Multiplayer Classroom: De…Learning in Adulthood: A Comprehensive Guide. (2011)Learning in Adulthood: A Comp…Aligning game activity with educational goals: following a constrained design approach to instructional computer games (2010)Aligning game activity with e…What Hinders Teachers in Using Computer and Video Games in the Classroom? Exploring Factors Inhibiting the Uptake of Computer and Video Games (2008)What Hinders Teachers in Usin…Integrating Commercial Off-the-Shelf Video Games into School Curriculums (2008)Integrating Commercial Off-th…What 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…Breaking the Stereotype: The Case of Online Gaming (2003)Breaking the Stereotype: The …The instructional design library (1979)The instructional design libr…Gamification in nursing (2020)Gamification in nursingEnhancing student engagement in business sustainability through games (2018)Enhancing student engagement …A social gamification framework for a K-6 learning platform (2012)Leaderboards in a virtual classroom: A test of stereotype threat and social comparison explanations for women's math performance (2014)Serious Games and Gamification in the Corporate Training Environment: a Literature Review (2019)Examining the effectiveness of gamification as a tool promoting teaching and learning in educational settings: a meta-analysis (2023)The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance (2004)Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. (2006)How Computer Games Help Children Learn (2006)Digital games in the classroom? A contextual approach to teachers’ adoption intention of digital games in formal education (2012)Empowering students through digital game authorship: Enhancing concentration, critical thinking, and academic achievement (2013)Potential Barriers to the Implementation of Digital Game-Based Learning in the Classroom: Pre-service Teachers’ Views (2021)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)Gamifying learning experiences: Practical implications and outcomes (2013)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Online computer gaming: a comparison of adolescent and adult gamers (2003)Demographic Factors and Playing Variables in Online Computer Gaming (2004)Physical Interpersonal Relationships and Social Anxiety among Online Game Players (2005)Problematic Internet use and psychosocial well-being among MMO players (2009)Situated Learning (1991)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Foundations of Game-Based Learning (2015)The benefits of playing video games. (2013)Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy (2016)The Digital Workforce and the Workplace of the Future (2016)Enhancing instructional outcomes with gamification: An empirical test of the Technology-Enhanced Training Effectiveness Model (2015)Game-based learning and gamification in initial teacher training in the social sciences: an experiment with MinecraftEdu (2016)A qualitative investigation of student perceptions of game elements in a gamified course (2017)Adult learners’ emotions in online learning (2008)Nontraditional Student Engagement: Increasing Adult Student Success and Retention (2011)Teaching the way they were taught? Revisiting the sources of teaching knowledge and the role of prior experience in shaping faculty teaching practices (2013)Gamification in theory and action: A survey (2014)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Engaging Engineering Students with Gamification (2013)Improving participation and learning with gamification (2013)Personality-targeted Gamification (2016)
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References

  • 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
  • 2012The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education3,765 cited
  • 2012Reality is broken: why games make us better and how they can change the world2,923 cited
  • 2003Breaking the Stereotype: The Case of Online Gaming501 cited
  • 2011Learning in Adulthood: A Comprehensive Guide.422 cited
  • 2011The Multiplayer Classroom: Designing Coursework as a Game322 cited
  • 2017Gamification in Education286 cited
  • 2013KAPP, Karl M. The gamification of learning and instruction: game-based methods and strategies for training and education. San Francisco: Pfeiffer, 2012.241 cited
  • 2008What Hinders Teachers in Using Computer and Video Games in the Classroom? Exploring Factors Inhibiting the Uptake of Computer and Video Games205 cited
  • 2008Integrating Commercial Off-the-Shelf Video Games into School Curriculums120 cited
  • 2012The Place of Game-Based Learning in an Age of Austerity.94 cited
  • 2012Using Gamification to Increase Student Engagement and Participation in Class Discussion65 cited
  • 2010Aligning game activity with educational goals: following a constrained design approach to instructional computer games

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63 cited
  • 2013Training and development19 cited
  • 1979The instructional design library13 cited
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    • 2018Enhancing student engagement in business sustainability through games38 cited
    • 2020Gamification in nursing34 cited