SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Integration of Gamification Technology in Education
2 references·8 citing·40 second hop
Integration of Gamification Technology in Education (2016)Integration of Gamification Technology in…Crisis in the Kindergarten: Why Children Need to Play in School (2013)Crisis in the Kindergarten: W…Effectiveness of computer-based instruction: An updated analysis (1991)Effectiveness of computer-bas…Teaching Hotel Management Using Gamification and Problem-Based Learning (2024)Teaching Hotel Management Usi…Investigating the influence of gamification on motivation and learning outcomes in online language learning (2024)Investigating the influence o…Impact of gamification on green consumption behavior integrating technological awareness, motivation, enjoyment and virtual CSR (2023)Impact of gamification on gre…Exit for success. Gamifying science and technology for university students using escape-room. A preliminary approach (2020)Exit for success. Gamifying s…Evaluation of Student Core Drives on e-Learning during the Covid-19 with Octalysis Gamification Framework (2020)Evaluation of Student Core Dr…The Effect of Mobile Digital Content Applications Based on Gamification in the Development of Psychological Well-Being (2019)The Effect of Mobile Digital …Motion Graphic Animation Videos to Improve the Learning Outcomes of Elementary School Students (2019)Motion Graphic Animation Vide…Factors Affecting User’s Intention to Adopt Smart Home in Malaysia (2019)Factors Affecting User’s Inte…Happiness is everything, or is it? Explorations on the meaning of psychological well-being. (1989)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)A Review of Gamification Impact on Student Behavioural and Learning Outcomes (2021)How Has Gamification Within Digital Platforms Affected Self-Regulated Learning Skills During the COVID-19 Pandemic? Mixed-Methods Research (2022)Improvement of Student Learning Motivation through Word-Wall-based Digital Game Media (2022)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Partial least squares structural equation modeling (PLS-SEM) (2014)Technology acceptance model: a literature review from 1986 to 2013 (2014)Acceptance of IoT Technology for Smart Homes:A Systematic Literature Review (2022)Elementary School Teachers’ Views on Game-based Learning as a Teaching Method (2015)Does animation enhance learning? A meta-analysis (2016)A first step towards a model for teachers' adoption of ICT pedagogy in schools (2018)The Development of Animation Video-Based Learning Media for Introducing Discipline to Children Aged 4-5 Years (2021)Games, Motivation, and Learning: A Research and Practice Model (2002)From game design elements to gamefulness (2011)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)An Online-Based Edu-Escape Room: A Comparison Study of a Multidimensional Domain of PSTs with Flipped Sustainability-STEM Contents (2021)Let’s Escape! The Impact of a Digital-Physical Combined Escape Room on Students’ Creative Thinking, Learning Motivation, and Science Academic Achievement (2022)Out-of-the-Box Learning: Digital Escape Rooms as a Metaphor for Breaking Down Barriers in STEM Education (2023)College students’ use and acceptance of emergency online learning due to COVID-19 (2020)Online teaching-learning in higher education during lockdown period of COVID-19 pandemic (2020)The impact of COVID-19 on student experiences and expectations: Evidence from a survey (2020)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)PLS-SEM: Indeed a Silver Bullet (2011)Impact of innovation and sustainability on green entrepreneurship: a bibliometric exploration (2024)RETRACTED: Effect of stakeholder pressure on environmental performance: Do virtual CSR, green credit, environmental and social reputation matter? (2024)Investigating trust, awareness and social influence on online banking adoption, moderated by customer relationship management: technological adoption insights (2025)\nThe use of partial least squares path modeling in international marketing (2009)A new criterion for assessing discriminant validity in variance-based structural equation modeling (2014)Self-Determination Theory: Basic Psychological Needs in Motivation, Development, and Wellness (2017)History of Problem-Based and Project-Based Learning (2007)Exploring Gamification Techniques and Applications for Sustainable Tourism (2015)Tailored gamification in education: A literature review and future agenda (2022)The Importance of Play in Promoting Healthy Child Development and Maintaining Strong Parent-Child Bond: Focus on Children in Poverty (2011)Guided Play: Where Curricular Goals Meet a Playful Pedagogy (2013)A Continuum of Play-Based Learning: The Role of the Teacher in Play-Based Pedagogy and the Fear of Hijacking Play (2016)THE COMPARATIVE EFFECTIVENESS OF WEB‐BASED AND CLASSROOM INSTRUCTION: A META‐ANALYSIS (2006)International Handbook of Information Technology in Primary and Secondary Education (2008)The effectiveness of educational technology applications for enhancing mathematics achievement in K-12 classrooms: A meta-analysis (2013)
this work references cited by second hop

References

  • 1991Effectiveness of computer-based instruction: An updated analysis957 cited
  • 2013Crisis in the Kindergarten: Why Children Need to Play in School557 cited

Cited by

  • 2019Motion Graphic Animation Videos to Improve the Learning Outcomes of Elementary School Students107 cited
  • 2020Exit for success. Gamifying science and technology for university students using escape-room. A preliminary approach93 cited
  • 2019The Effect of Mobile Digital Content Applications Based on Gamification in the Development of Psychological Well-Being69 cited
  • 2023Impact of gamification on green consumption behavior integrating technological awareness, motivation, enjoyment and virtual CSR62 cited
  • 2024Investigating the influence of gamification on motivation and learning outcomes in online language learning55 cited
  • 2020Evaluation of Student Core Drives on e-Learning during the Covid-19 with Octalysis Gamification Framework36 cited
  • 2019Factors Affecting User’s Intention to Adopt Smart Home in Malaysia19 cited
  • 2024Teaching Hotel Management Using Gamification and Problem-Based Learning0 cited

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work