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Motivational Gamification Strategies Rooted in Self-Determination Theory for Social Adaptive E-Learning
12 references·14 citing·38 second hop
Motivational Gamification Strategies Rooted in Self-Determination Theory for Social Adaptive E-Learning (2016)Motivational Gamification Strategies Root…Increasing Student Intrinsic Motivation And Self-Efficacy Through Gamification Pedagogy (2014)Increasing Student Intrinsic …KAPP, 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…The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)The Gamification of Learning …For the Win: How Game Thinking Can Revolutionize Your Business (2012)For the Win: How Game Thinkin…A social gamification framework for a K-6 learning platform (2012)A social gamification framewo…Intrinsic and extrinsic school motivation as a function of age: the mediating role of autonomy support (2011)Intrinsic and extrinsic schoo…Interaction in distance education and online learning: using evidence and theory to improve practice (2011)Interaction in distance educa…Autonomy and Relatedness among Chinese Sojourners and Applicants: Conflictual or Independent Predictors of Well-Being and Adjustment? (2006)Autonomy and Relatedness amon…Video Games in Education (2003)Video Games in EducationOverview of self-determination theory: An organismic-dialectical perspective. (2002)Overview of self-determinatio…A social cognitive view of self-regulated academic learning. (1989)A social cognitive view of se…Social Learning Theory. (1978)Social Learning Theory.Improving Learning Management System Performance: A Comprehensive Approach to Engagement, Trust, and Adaptive Learning (2025)Improving Learning Management…Unlocking the Potential in a Gamification-Based MOOC: Assessing Autonomous Learning and Self-Directed Learning Behaviors (2024)Unlocking the Potential in a …Factors Affecting Employees’ Intention to Work Through the Metaverse Platform (2024)Factors Affecting Employees’ …Innovative Strategies for Fostering Student Engagement and Collaborative Learning among Extended Curriculum Programme Students (2023)Innovative Strategies for Fos…Continued Intention of mHealth Care Applications among the Elderly: An Enabler and Inhibitor Perspective (2023)Continued Intention of mHealt…Gamification and gigification: A multidimensional theoretical approach (2021)Gamification and gigification…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…Raising Teachers Empowerment in Gamification Design of Adaptive Learning Systems: A Qualitative Research (2020)Raising Teachers Empowerment …Psychological Aspects of Digital Learning: A Self-Determination Theory Perspective (2020)Psychological Aspects of Digi…How do we learn to get success together through crowdfunding platform? From the perspectives of system learning and multi-motivations (2020)How do we learn to get succes…Planning Gamification Strategies based on User Characteristics and DM: A Gender-based Case Study (2019)Planning Gamification Strateg…Are We Having Fun Yet? Misapplying Motivation to Gamification (2018)Are We Having Fun Yet? Misapp…A Design Framework for Adaptive Gamification Applications (2018)A Design Framework for Adapti…The Agony of Choice Analyzing User Preferences Regarding Gamification Elements in Learning Management Systems (2016)The Agony of Choice Analyzing…Reconsidering Research on Learning from Media (1983)Design Experiments: Theoretical and Methodological Challenges in Creating Complex Interventions in Classroom Settings (1992)Problem Based Learning: An instructional model and its constructivist framework (1995)Learning science in informal environments : people, places, and pursuits (2009)Gamifying learning experiences: Practical implications and outcomes (2013)Game-based Learning and 21st century skills: A review of recent research (2016)What Video Games Have to Teach Us about Learning and Literacy (2004)From game design elements to gamefulness (2011)Reality is broken: why games make us better and how they can change the world (2012)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-efficacy mechanism in human agency. (1982)Becoming a Self-Regulated Learner: An Overview (2002)Motivational Beliefs, Values, and Goals (2002)Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives (1999)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Attitudes towards Mathematics: Effects of Individual, Motivational, and Social Support Factors (2012)INTRINSIC MOTIVATION, LEARNING GOALS, ENGAGEMENT, AND ACHIEVEMENT IN A DIVERSE HIGH SCHOOL (2016)Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions (2020)Helplessness: On Depression, Development, and Death (1975)Attaining Self-Regulation (2000)Multimedia Learning (2002)A meta-analysis of blended learning and technology use in higher education: from the general to the applied (2014)Engagement Matters: Student Perceptions on the Importance of Engagement Strategies in the Online Learning Environment (2018)Predicting student satisfaction and perceived learning within online learning environments (2018)Self-efficacy: the exercise of control (1997)Self-Efficacy: The Exercise of Control (1999)The effect of gamification on motivation and engagement (2017)Overcoming the novelty effect in online gamified learning systems: An empirical evaluation of student engagement and performance (2019)Using Design-Science Based Gamification to Improve Organizational Security Training and Compliance (2020)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)The Gamification of Learning: a Meta-analysis (2019)Conservation of resources: A new attempt at conceptualizing stress. 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this work references cited by second hop

References

  • 1978Social Learning Theory.25,528 cited
  • 1989A social cognitive view of self-regulated academic learning.4,334 cited
  • 2012The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education3,765 cited
  • 2002Overview of self-determination theory: An organismic-dialectical perspective.3,046 cited
  • 2012For the Win: How Game Thinking Can Revolutionize Your Business2,354 cited
  • 2012A social gamification framework for a K-6 learning platform953 cited
  • 2003Video Games in Education714 cited
  • 2011Interaction in distance education and online learning: using evidence and theory to improve practice468 cited
  • 2011Intrinsic and extrinsic school motivation as a function of age: the mediating role of autonomy support324 cited
  • 2014Increasing Student Intrinsic Motivation And Self-Efficacy Through Gamification Pedagogy258 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
  • 2006Autonomy and Relatedness among Chinese Sojourners and Applicants: Conflictual or Independent Predictors of Well-Being and Adjustment?178 cited

Cited by

  • 2021Gamification and gigification: A multidimensional theoretical approach104 cited
  • 2018

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A Design Framework for Adaptive Gamification Applications
80 cited
  • 2020Psychological Aspects of Digital Learning: A Self-Determination Theory Perspective79 cited
  • 2021Effects of gamified interactive e-books on students’ flipped learning performance, motivation, and meta-cognition tendency in a mathematics course73 cited
  • 2023Innovative Strategies for Fostering Student Engagement and Collaborative Learning among Extended Curriculum Programme Students56 cited
  • 2019Planning Gamification Strategies based on User Characteristics and DM: A Gender-based Case Study39 cited
  • 2018Are We Having Fun Yet? Misapplying Motivation to Gamification34 cited
  • 2023Continued Intention of mHealth Care Applications among the Elderly: An Enabler and Inhibitor Perspective28 cited
  • 2016The Agony of Choice Analyzing User Preferences Regarding Gamification Elements in Learning Management Systems27 cited
  • 2020Raising Teachers Empowerment in Gamification Design of Adaptive Learning Systems: A Qualitative Research25 cited
  • 2025Improving Learning Management System Performance: A Comprehensive Approach to Engagement, Trust, and Adaptive Learning24 cited
  • 2024Unlocking the Potential in a Gamification-Based MOOC: Assessing Autonomous Learning and Self-Directed Learning Behaviors22 cited
  • 2020How do we learn to get success together through crowdfunding platform? From the perspectives of system learning and multi-motivations19 cited
  • 2024Factors Affecting Employees’ Intention to Work Through the Metaverse Platform5 cited