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A course gamification platform supporting student motivation and engagement
11 references·0 citing·43 second hop
A course gamification platform supporting student motivation and engagement (2014)A course gamification platform supporting…The Effect of Gamification on Students with Different Achievement Goal Orientations (2014)The Effect of Gamification on…Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does Gamification Work? -- A …The gamification of the study of electronics in dedicated e-learning platforms (2013)The gamification of the study…Maximising Gain for Minimal Pain: Utilising Natural Game Mechanics (2013)Maximising Gain for Minimal P…Gamifying learning experiences: Practical implications and outcomes (2013)Gamifying learning experience…Does Gamification Work? A Literature Review (2013)Does Gamification Work? A Lit…Gamification in Education: What, How, Why Bother? (2011)Gamification in Education: Wh…From game design elements to gamefulness (2011)From game design elements to …From game design elements to gamefulness (2011)From game design elements to …Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2008)Digital Game-Based Learning i…A Conceptual Framework for Assessing Motivation and Self-Regulated Learning in College Students (2004)A Conceptual Framework for As…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)The Gamification Of Education (2013)Integration of a social robot and gamification in adult learning and effects on motivation, engagement and performance (2022)Designing Virtual Worlds (2025)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)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)Digital game-based learning (2003)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Digital Games, Design, and Learning (2015)Foundations of Game-Based Learning (2015)Digital Game-Based Learning (2020)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Gamification. using game-design elements in non-gaming contexts (2011)Gamification in theory and action: A survey (2014)A Handbook of Child Psychology (1932)Attitudes, Personality and Behavior (1988)Self-Efficacy: The Exercise of Control (1999)Education for Life and Work: Developing Transferable Knowledge and Skills in the 21st Century (2012)Psychological correlates of university students' academic performance: A systematic review and meta-analysis. (2012)A Review of Self-regulated Learning: Six Models and Four Directions for Research (2017)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)Motivational processes affecting learning. (1986)Evaluating Activation and Absence of Negative Effect: Gamification and Escape Rooms for Learning (2020)A systematic evaluation of game elements effects on students’ motivation (2021)Two decades of game concepts in digital learning environments – A bibliometric study and research agenda (2021)Rules of Play: Game Design Fundamentals (2003)Reality is broken: why games make us better and how they can change the world (2012)Improving participation and learning with gamification (2013)Play As You Learn: Gamification as a Technique for Motivating Learners (2013)How to design gamification? A method for engineering gamified software (2017)Level Up Your Strategy: Towards a Descriptive Framework for Meaningful Enterprise Gamification (2015)Gamification Framework Design of Management Education and Development in Industrial Revolution 4.0 (2019)To Tailor or Not to Tailor Gamification? An Analysis of the Impact of Tailored Game Elements on Learners’ Behaviours and Motivation (2020)
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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
  • 2004A Conceptual Framework for Assessing Motivation and Self-Regulated Learning in College Students3,261 cited
  • 2013Gamifying learning experiences: Practical implications and outcomes2,013 cited
  • 2008Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation1,689 cited
  • 2011Gamification in Education: What, How, Why Bother?1,242 cited
  • 2011From game design elements to gamefulness367 cited
  • 2014The Effect of Gamification on Students with Different Achievement Goal Orientations121 cited
  • 2013Does Gamification Work? A Literature Review112 cited
  • 2013The gamification of the study of electronics in dedicated e-learning platforms49 cited
  • 2013Maximising Gain for Minimal Pain: Utilising Natural Game Mechanics40 cited

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