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Methodological proposal for gamification in the computer engineering teaching
10 references·2 citing·42 second hop
Methodological proposal for gamification in the computer engineering teaching (2014)Methodological proposal for gamification …So Fun It Hurts – Gamifying an Engineering Course (2013)So Fun It Hurts – Gamifying a…Serious games in tertiary education: A case study concerning the comprehension of basic concepts in computer language implementation courses (2013)Serious games in tertiary edu…Life's a game and the game of life (2013)Life's a game and the game of…Engaging Computer Science Students through Gamification in an Online Social Network Based Collaborative Learning Environment (2013)Engaging Computer Science Stu…For the Win: How Game Thinking Can Revolutionize Your Business (2012)For the Win: How Game Thinkin…Practical, appropriate, empirically-validated guidelines for designing educational games (2011)Practical, appropriate, empir…Orientation Passport (2011)Orientation PassportGamification in Education: What, How, Why Bother? (2011)Gamification in Education: Wh…From game design elements to gamefulness (2011)From game design elements to …Social interaction systems: theory and measurement (1999)Social interaction systems: t…FRAGGLE: A FRamework for AGile Gamification of Learning Experiences (2016)FRAGGLE: A FRamework for AGil…Designing game-like activities to engage adult learners in higher education (2016)Designing game-like activitie…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)Rules of Play: Game Design Fundamentals (2003)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Foundations of Game-Based Learning (2015)Artificial Intelligence in Education: A Review (2020)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Higher education as a filter (1973)Handbook of Self-Determination Research (2004)Reality is broken: why games make us better and how they can change the world (2012)An empirical study comparing gamification and social networking on e-learning (2014)Exploring the use of a gamification platform to support students with dyslexia (2015)Review of Android and iOS Tablet Apps in Spanish to Improve Reading and Writing skills of Children with Dyslexia (2017)GameFlow (2005)Applying game achievement systems to enhance user experience in a photo sharing service (2009)Badges in Social Media: A Social Psychological Perspective (2011)Do badges increase user activity? A field experiment on the effects of gamification (2015)Toward Meaningful Engagement: A Framework for Design and Research of Gamified Information Systems1 (2017)Taxonomy of Educational Objectives: The Classification of Educational Goals, Handbook I: Cognitive Domain (1956)What Video Games Have to Teach Us about Learning and Literacy (2004)Video Games and the Future of Learning (2005)Science and Human Behavior (1953)What video games have to teach us about learning and literacy (2003)A social gamification framework for a K-6 learning platform (2012)Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017)Gamification for student engagement: a framework (2021)Why students drop out CS1 course? (2006)Moving learning games forward (2009)Gamification for Engaging Computer Science Students in Learning Activities: A Case Study (2014)Gamificación en educación: una panorámica sobre el estado de la cuestión (2018)Gamification in e-learning (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)The Gamification of Learning: a Meta-analysis (2019)The relationship context of human behavior and development. (2000)Universal dimensions of social cognition: warmth and competence (2006)Warmth and Competence as Universal Dimensions of Social Perception: The Stereotype Content Model and the BIAS Map (2008)Student Participation and Achievement in a Large Lecture Course With Game-Based Learning (2015)How Different Personalities Benefit From Gamification (2019)Exploring the Darkness of Gamification: You Want It Darker? (2021)
this work references cited by second hop

References

  • 2011From game design elements to gamefulness11,928 cited
  • 2012For the Win: How Game Thinking Can Revolutionize Your Business2,354 cited
  • 2011Gamification in Education: What, How, Why Bother?1,242 cited
  • 1999Social interaction systems: theory and measurement199 cited
  • 2011Practical, appropriate, empirically-validated guidelines for designing educational games195 cited
  • 2011Orientation Passport153 cited
  • 2013Engaging Computer Science Students through Gamification in an Online Social Network Based Collaborative Learning Environment120 cited
  • 2013So Fun It Hurts – Gamifying an Engineering Course39 cited
  • 2013Serious games in tertiary education: A case study concerning the comprehension of basic concepts in computer language implementation courses34 cited
  • 2013Life's a game and the game of life33 cited

Cited by

  • 2016FRAGGLE: A FRamework for AGile Gamification of Learning Experiences29 cited
  • 2016Designing game-like activities to engage adult learners in higher education25 cited

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