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Creating Student Interaction Profiles for Adaptive Collaboration Gamification Design
16 references·3 citing·38 second hop
Creating Student Interaction Profiles for Adaptive Collaboration Gamification Design (2016)Creating Student Interaction Profiles for…Team Roles at Work (2012)Team Roles at WorkFrom game design elements to gamefulness (2011)From game design elements to …Game Design Workshop (2008)Game Design WorkshopSerious Games : An Overview (2007)Serious Games : An OverviewA Theory of Fun for Game Design (2004)A Theory of Fun for Game Desi…Social network analysis: a powerful strategy, also for the information sciences (2002)Social network analysis: a po…What do you mean by collaborative learning? (1999)What do you mean by collabora…Making cooperative learning work (1999)Making cooperative learning w…Collaborative learning : cognitive and computational approaches (1999)Collaborative learning : cogn…Interaction Analysis: Foundations and Practice (1995)Interaction Analysis: Foundat…Collaborative Learning Enhances Critical Thinking (1995)Collaborative Learning Enhanc…The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1994)The magical number seven, plu…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…Intrinsic Motivation and Self-Determination in Human Behavior (1988)Intrinsic Motivation and Self…The Art of Computer Game Design (1984)The Art of Computer Game Desi…Man, Play, and Games. (1963)Man, Play, and Games.Towards Adaptive Gamification: A Method Using Dynamic Player Profile and a Case Study (2022)Towards Adaptive Gamification…Effects of Using Game-Based Learning to Improve the Academic Performance and Motivation in Engineering Studies (2022)Effects of Using Game-Based L…A Systematic Literature Review on Adaptive Gamification: Components, Methods, and Frameworks (2019)A Systematic Literature Revie…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)Situated Learning (1991)Situated Learning: Legitimate Peripheral Participation. (1994)Analysis of a Global Online Debate and the Development of an Interaction Analysis Model for Examining Social Construction of Knowledge in Computer Conferencing (1997)Quantifying Qualitative Analyses of Verbal Data: A Practical Guide (1997)Learning to Notice: Scaffolding New Teachers’ Interpretations of Classroom Interactions (2002)The Interpretation of Cultures (2017)Reciprocal Teaching of Comprehension-Fostering and Comprehension-Monitoring Activities (1984)Grounding in communication. (1991)Perspectives on socially shared cognition. (1991)A REVIEW OF THE APPLICABILITY OF ROBOTS IN EDUCATION (2013)The flipped classroom: A review of its advantages and challenges (2018)Networks of Scientific Papers (1965)Co-authorship networks in the digital library research community (2005)Betweenness centrality as an indicator of the interdisciplinarity of scientific journals (2007)Diversity and network coherence as indicators of interdisciplinarity: case studies in bionanoscience (2009)Mind in Society: The Development of Higher Psychological Processes (1978)Benefits of collaborative learning (2012)Collaborative learning: what is it? (2012)Putting Education in “Educational” Apps (2015)Over-scripting CSCL: The risks of blending collaborative learning with instructional design (2002)Computer-supported collaborative learning: An historical perspective (2006)Explaining the dialogic processes of teaching and learning: The value and potential of sociocultural theory (2012)A scaling method for priorities in hierarchical structures (1977)How to make a decision: The analytic hierarchy process (1990)The theory of planned behavior (1991)A meta-analysis of the effects of face-to-face cooperative learning. Do recent studies falsify or verify earlier findings? (2013)Collaborative learning practices: teacher and student perceived obstacles to effective student collaboration (2017)Integrated STEM Education: A Systematic Review of Instructional Practices in Secondary Education (2018)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)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)
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References

  • 1994The magical number seven, plus or minus two: Some limits on our capacity for processing information.17,161 cited
  • 1988Intrinsic Motivation and Self-Determination in Human Behavior15,312 cited
  • 1990Flow: the psychology of optimal experience12,637 cited
  • 2011From game design elements to gamefulness8,391 cited
  • 1995Interaction Analysis: Foundations and Practice2,723 cited
  • 1999What do you mean by collaborative learning?2,126 cited
  • 2002Social network analysis: a powerful strategy, also for the information sciences1,711 cited
  • 1995Collaborative Learning Enhances Critical Thinking1,683 cited
  • 1999Collaborative learning : cognitive and computational approaches1,321 cited
  • 1999Making cooperative learning work1,314 cited
  • 1963Man, Play, and Games.1,310 cited
  • 2004A Theory of Fun for Game Design1,110 cited
  • 2008Game Design Workshop1,098 cited
  • 2007Serious Games : An Overview946 cited
  • 1984The Art of Computer Game Design919 cited
  • 2012Team Roles at Work735 cited

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Cited by

  • 2019A Systematic Literature Review on Adaptive Gamification: Components, Methods, and Frameworks38 cited
  • 2022Effects of Using Game-Based Learning to Improve the Academic Performance and Motivation in Engineering Studies34 cited
  • 2022Towards Adaptive Gamification: A Method Using Dynamic Player Profile and a Case Study33 cited