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Using gamification to develop academic writing skills in dental undergraduate students
14 references·4 citing·39 second hop
Using gamification to develop academic writing skills in dental undergraduate students (2016)Using gamification to develop academic wr…Gamification in Education: A Systematic Mapping Study (2015)Gamification in Education: A …Gamification as a tool for enhancing graduate medical education (2014)Gamification as a tool for en…Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does Gamification Work? -- A …A game plan: Gamification design principles in mHealth applications for chronic disease management (2014)A game plan: Gamification des…Gaming science: the “Gamification” of scientific thinking (2013)Gaming science: the “Gamifica…Gamifying learning experiences: Practical implications and outcomes (2013)Gamifying learning experience…Engaging Engineering Students with Gamification (2013)Engaging Engineering Students…GamiCAD (2012)GamiCADFor the Win: How Game Thinking Can Revolutionize Your Business (2012)For the Win: How Game Thinkin…The Multiplayer Classroom: Designing Coursework as a Game (2011)The Multiplayer Classroom: De…Gamification in Education: What, How, Why Bother? (2011)Gamification in Education: Wh…From game design elements to gamefulness (2011)From game design elements to …Embedded academic writing support for nursing students with English as a second language (2010)Embedded academic writing sup…A curricular approach to improve the information literacy and academic writing skills of part-time post-registration nursing students in Hong Kong (2007)A curricular approach to impr…Effects of gamified interactive e-books on students’ flipped learning performance, motivation, and meta-cognition tendency in a mathematics course (2021)Effects of gamified interacti…A Scoping Review of Peer Support Writing Groups in Academic Medicine as a Valuable Tool for Physician-Scientists in the Publish or Perish Era (2020)A Scoping Review of Peer Supp…Use of Digital Games in Writing Education: An Action Research on Gamification (2019)Use of Digital Games in Writi…Evaluation of a Mobile Phone–Based Intervention to Increase Parents’ Knowledge About the Measles-Mumps-Rubella Vaccination and Their Psychological Empowerment: Mixed-Method Approach (2018)Evaluation of a Mobile Phone–…Social Foundations of Thought and Action : A Social Cognitive Theory (1985)A Theory of Goal Setting and Task PerformanceA Theory of Goal Setting and Task Performance, by LockeEdwin A. and LathamGary P.. Englewood Cliffs, NJ: Prentice-Hall, 1990. (1991)From Content to Context: Videogames as Designed Experience (2006)Gamification and student motivation (2014)The effect of gamification on motivation and engagement (2017)Gamified learning in higher education: A systematic review of the literature (2018)Flow: the psychology of optimal experience (1990)Digital Natives, Digital Immigrants Part 1 (2001)Personality-targeted Gamification (2016)Need-supporting gamification in education: An assessment of motivational effects over time (2018)“Achievement unlocked!” - The impact of digital achievements as a gamification element on motivation and performance (2019)The theory of planned behavior (1991)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)Flow: The Psychology of Optimal Experience (1991)Gamification. using game-design elements in non-gaming contexts (2011)Detrimental effects of reward: Reality or myth? (1996)Extrinsic Rewards and Intrinsic Motivation in Education: Reconsidered Once Again (2001)Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps (2011)Individualising gamification: An investigation of the impact of learning styles and personality traits on the efficacy of gamification using a prediction market (2016)Effect of a Game-Based Intervention Designed to Enhance Social Incentives to Increase Physical Activity Among Families (2017)Designing Engaging Games for Education: A Systematic Literature Review on Game Motivators and Design Principles (2020)Generational Influences in Academic Emergency Medicine: Teaching and Learning, Mentoring, and Technology (Part I) (2011)The Challenges and Opportunities of Teaching “Generation Y” (2011)A User-Centered Theoretical Framework for Meaningful Gamification (2012)Gamification in Action: Theoretical and Practical Considerations for Medical Educators (2018)Benefits of gamification in medical education (2022)Game-based learning in medical education (2023)Flow: The Psychology of Optimal Experience (1991)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)A systematic review of gamification in e-Health (2017)Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017)The Gamification of Learning: a Meta-analysis (2019)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)Improving participation and learning with gamification (2013)
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References

  • 2011From game design elements to gamefulness8,391 cited
  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification5,197 cited
  • 2012For the Win: How Game Thinking Can Revolutionize Your Business2,354 cited
  • 2013Gamifying learning experiences: Practical implications and outcomes2,013 cited
  • 2015Gamification in Education: A Systematic Mapping Study1,551 cited
  • 2011Gamification in Education: What, How, Why Bother?1,242 cited
  • 2014A game plan: Gamification design principles in mHealth applications for chronic disease management394 cited
  • 2011The Multiplayer Classroom: Designing Coursework as a Game322 cited
  • 2013Engaging Engineering Students with Gamification314 cited
  • 2014Gamification as a tool for enhancing graduate medical education286 cited
  • 2012GamiCAD222 cited
  • 2013Gaming science: the “Gamification” of scientific thinking219 cited
  • 2010Embedded academic writing support for nursing students with English as a second language76 cited
  • 2007A curricular approach to improve the information literacy and academic writing skills of part-time post-registration nursing students in Hong Kong56 cited

Cited by

  • 2021

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Effects of gamified interactive e-books on students’ flipped learning performance, motivation, and meta-cognition tendency in a mathematics course
73 cited
  • 2019Use of Digital Games in Writing Education: An Action Research on Gamification46 cited
  • 2018Evaluation of a Mobile Phone–Based Intervention to Increase Parents’ Knowledge About the Measles-Mumps-Rubella Vaccination and Their Psychological Empowerment: Mixed-Method Approach20 cited
  • 2020A Scoping Review of Peer Support Writing Groups in Academic Medicine as a Valuable Tool for Physician-Scientists in the Publish or Perish Era12 cited