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Maximising Gain for Minimal Pain: Utilising Natural Game Mechanics
11 references·1 citing·32 second hop
Maximising Gain for Minimal Pain: Utilising Natural Game Mechanics (2013)Maximising Gain for Minimal Pain: Utilisi…The Presentation of Self in Everyday Life (2023)The Presentation of Self in E…Digital Game-Based Learning (2020)Digital Game-Based LearningThe Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)The Gamification of Learning …Applications of Item Response Theory To Practical Testing Problems (2012)Applications of Item Response…From game design elements to gamefulness (2011)From game design elements to …From game design elements to gamefulness (2011)From game design elements to …Digital game-based learning (2003)Digital game-based learningSummative Assessment in Higher Education: Practices in disarray (2002)Summative Assessment in Highe…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…The Presentation of Self in Everyday Life. (1956)The Presentation of Self in E…Homo Ludens: A Study of the Play-Element in Culture. (1951)Homo Ludens: A Study of the P…A course gamification platform supporting student motivation and engagement (2014)A course gamification platfor…Statistical Theories of Mental Test Scores (1969)Fundamentals of item response theory (1992)Measurement Invariance, Factor Analysis and Factorial Invariance (1993)Assessment of Quality-of-Life Outcomes (1996)Flow: The Psychology of Optimal Experience (1991)Gamification. using game-design elements in non-gaming contexts (2011)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)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)PSYCHOLOGICAL CONDITIONS OF PERSONAL ENGAGEMENT AND DISENGAGEMENT AT WORK. (1990)Framing Processes and Social Movements: An Overview and Assessment (2000)Users of the world, unite! The challenges and opportunities of Social Media (2009)Being and Nothingness (2022)Self-theories: Their Role in Motivation, Personality, and Development (1999)Teaching For Quality Learning At University (1999)The Social Life of Information (2000)A social constructivist assessment process model: how the research literature shows us this could be best practice (2005)Reframing assessment as if learning were important (2007)Widening participation and lifelong learning (2013)Identity and agency in cultural worlds (1999)Games, Motivation, and Learning: A Research and Practice Model (2002)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)The Theory and Practice of Online Learning (2008)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Handbook of Self-Regulation of Learning and Performance (2017)Digital Natives, Digital Immigrants Part 1 (2001)Foundations of Game-Based Learning (2015)Social Identity Theory and the Organization (1989)Emotional Intelligence (1990)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)
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References

  • 1956The Presentation of Self in Everyday Life.25,991 cited
  • 2023The Presentation of Self in Everyday Life17,564 cited
  • 1990Flow: the psychology of optimal experience12,637 cited
  • 2011From game design elements to gamefulness8,391 cited
  • 1951Homo Ludens: A Study of the Play-Element in Culture.6,561 cited
  • 2012Applications of Item Response Theory To Practical Testing Problems5,010 cited
  • 2012The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education3,765 cited
  • 2003Digital game-based learning3,104 cited
  • 2020Digital Game-Based Learning2,893 cited
  • 2002Summative Assessment in Higher Education: Practices in disarray386 cited
  • 2011From game design elements to gamefulness367 cited

Cited by

  • 2014A course gamification platform supporting student motivation and engagement38 cited

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