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The effects of Gamification on engineering lab activities
16 references·0 citing·41 second hop
The effects of Gamification on engineering lab activities (2016)The effects of Gamification on engineerin…Gamification in theory and action: A survey (2014)Gamification in theory and ac…Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service (2013)Transforming homo economicus …The effect of virtual achievements on student engagement (2013)The effect of virtual achieve…Gamifying learning experiences: Practical implications and outcomes (2013)Gamifying learning experience…The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)The Gamification of Learning …Myths and Realities of Respondent Engagement in Online Surveys (2012)Myths and Realities of Respon…GamiCAD (2012)GamiCADFor the Win: How Game Thinking Can Revolutionize Your Business (2012)For the Win: How Game Thinkin…Performing a check-in (2011)Performing a check-inGamification in Education: What, How, Why Bother? (2011)Gamification in Education: Wh…From game design elements to gamefulness (2011)From game design elements to …Casual Social Games as Serious Games: The Psychology of Gamification in Undergraduate Education and Employee Training (2011)Casual Social Games as Seriou…Narrative learning in adulthood (2008)Narrative learning in adultho…E‐assessment by design: using multiple‐choice tests to good effect (2007)E‐assessment by design: using…Skill and will: The role of motivation and cognition in the learning of college chemistry (2003)Skill and will: The role of m…A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives (2001)A taxonomy for learning, teac…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)Flow: the psychology of optimal experience (1990)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)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)The theory of planned behavior (1991)Do badges increase user activity? A field experiment on the effects of gamification (2015)Why do people use gamification services? (2015)What Is eSports and Why Do People Watch It? (2017)A social-cognitive approach to motivation and personality. (1988)Motivation in Education: Theory, Research, and Applications (1995)Self-Efficacy: The Exercise of Control (1999)Science Motivation Questionnaire: Construct validation with nonscience majors (2008)A meta-analytic review of the Motivated Strategies for Learning Questionnaire (2011)I believe, therefore I achieve (and vice versa): A meta-analytic cross-lagged panel analysis of self-efficacy and academic performance (2017)Self-explanations: How students study and use examples in learning to solve problems (1989)Self‐Explanations: How Students Study and Use Examples in Learning to Solve Problems (1989)Eliciting self-explanations improves understanding, (1994)Gamification for Engaging Computer Science Students in Learning Activities: A Case Study (2014)“Working out for likes”: An empirical study on social influence in exercise gamification (2015)Does gamification increase engagement with online programs? A systematic review (2017)Flow: The Psychology of Optimal Experience (1991)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)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)Science and Human Behavior (1953)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)The Gamification of Learning: a Meta-analysis (2019)Gamification in Education: A Systematic Mapping Study (2015)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Teaching For Quality Learning At University (1999)A Revision of Bloom's Taxonomy: An Overview (2002)The use of flipped classrooms in higher education: A scoping review (2015)
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References

  • 2001A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives13,929 cited
  • 2011From game design elements to gamefulness8,391 cited
  • 2012The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education3,765 cited
  • 2014Gamification in theory and action: A survey2,509 cited
  • 2012For the Win: How Game Thinking Can Revolutionize Your Business2,354 cited
  • 2013Gamifying learning experiences: Practical implications and outcomes2,013 cited
  • 2011Gamification in Education: What, How, Why Bother?1,242 cited
  • 2013Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service687 cited
  • 2003Skill and will: The role of motivation and cognition in the learning of college chemistry510 cited
  • 2013The effect of virtual achievements on student engagement497 cited
  • 2007E‐assessment by design: using multiple‐choice tests to good effect340 cited
  • 2008Narrative learning in adulthood296 cited
  • 2011Casual Social Games as Serious Games: The Psychology of Gamification in Undergraduate Education and Employee Training272 cited
  • 2012Myths and Realities of Respondent Engagement in Online Surveys237 cited

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  • 2012GamiCAD222 cited
  • 2011Performing a check-in191 cited
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