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Designing game-like activities to engage adult learners in higher education
15 references·4 citing·36 second hop
Designing game-like activities to engage adult learners in higher education (2016)Designing game-like activities to engage …A Literature Review of Gamification Design Frameworks (2015)A Literature Review of Gamifi…Methodological proposal for gamification in the computer engineering teaching (2014)Methodological proposal for g…Gamify: How Gamification Motivates People to Do Extraordinary Things (2014)Gamify: How Gamification Moti…Gamification of Education: A Review of Literature (2014)Gamification of Education: A …Gamification in theory and action: A survey (2014)Gamification in theory and ac…An experience report on using gamification in technical higher education (2014)An experience report on using…Process of Gamification From The Consideration of Gamification To Its Practical Implementation (2013)Process of Gamification From …Play As You Learn: Gamification as a Technique for Motivating Learners (2013)Play As You Learn: Gamificati…Gamifying learning experiences: Practical implications and outcomes (2013)Gamifying learning experience…Self-Determination Theory (2012)Self-Determination TheoryA User-Centered Theoretical Framework for Meaningful Gamification (2012)A User-Centered Theoretical F…Research on Adult Learners: Supporting the Needs of a Student Population that Is No Longer Nontraditional (2011)Research on Adult Learners: S…Persuasion, Social Influence, and Compliance Gaining (1998)Persuasion, Social Influence,…Evaluation of Training (1993)Evaluation of TrainingAndragogy in action (1984)Andragogy in actionAnalysis of the Effectiveness of Safety Training Methods (2024)Analysis of the Effectiveness…Designing Gamified Learning Management Systems for Higher Education (2023)Designing Gamified Learning M…Factors Influencing the Implementation of Gamification for Learning in Information Systems Education (2022)Factors Influencing the Imple…Fostering study time outside class using gamification strategies: An experimental study at tertiary‐level database courses (2021)Fostering study time outside …Flow: the psychology of optimal experience (1990)Design science in information systems research (2004)Design Science in Information Systems Research1 (2004)Gamification in Education: A Systematic Mapping Study (2015)The maturing of gamification research (2017)Gamification of health professions education: a systematic review (2020)Classrooms: Goals, structures, and student motivation. (1992)A Motivational Science Perspective on the Role of Student Motivation in Learning and Teaching Contexts. (2003)From game design elements to gamefulness (2011)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Gamification and student motivation (2014)Gamification in Science Education. A Systematic Review of the Literature (2021)Flow: The Psychology of Optimal Experience (1991)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)The Gamification of Learning: a Meta-analysis (2019)Handbook of Self-Determination Research (2004)Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps (2011)Gamification for health and wellbeing: A systematic review of the literature (2016)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)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)Teaching Learners To Be Self-Directed (1991)AMEE Medical Education Guide No. 23 (Part 2): Curriculum, environment, climate, quality and change in medical education – a unifying perspective (2001)The Psychobiological Model: Towards a New Theory of Computer-Mediated Communication Based on Darwinian Evolution (2004)Credibility for the 21st Century: Integrating Perspectives on Source, Message, and Media Credibility in the Contemporary Media Environment (2003)The role of site features, user attributes, and information verification behaviors on the perceived credibility of web-based information (2007)Attitudes to Language (2010)Application of cognitive, skill-based, and affective theories of learning outcomes to new methods of training evaluation. (1993)Toward an integrative theory of training motivation: A meta-analytic path analysis of 20 years of research. (2000)The Science of Training: A Decade of Progress (2001)Mental Health Smartphone Apps: Review and Evidence-Based Recommendations for Future Developments (2016)Serious games and the gamification of tourism (2016)Self‐Regulation and the Problem of Human Autonomy: Does Psychology Need Choice, Self‐Determination, and Will? (2006)How Technology Is Changing Work and Organizations (2016)Understanding and Promoting Effective Engagement With Digital Behavior Change Interventions (2016)
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References

  • 2012Self-Determination Theory3,340 cited
  • 2014Gamification in theory and action: A survey2,989 cited
  • 2013Gamifying learning experiences: Practical implications and outcomes2,410 cited
  • 1984Andragogy in action1,198 cited
  • 1993Evaluation of Training905 cited
  • 2014Gamification of Education: A Review of Literature571 cited
  • 2012A User-Centered Theoretical Framework for Meaningful Gamification563 cited
  • 1998Persuasion, Social Influence, and Compliance Gaining406 cited
  • 2014Gamify: How Gamification Motivates People to Do Extraordinary Things366 cited
  • 2013Play As You Learn: Gamification as a Technique for Motivating Learners353 cited
  • 2014An experience report on using gamification in technical higher education306 cited
  • 2015A Literature Review of Gamification Design Frameworks285 cited
  • 2011Research on Adult Learners: Supporting the Needs of a Student Population that Is No Longer Nontraditional193 cited
  • 2013Process of Gamification From The Consideration of Gamification To Its Practical Implementation38 cited
  • 2014Methodological proposal for gamification in the computer engineering teaching31 cited

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Cited by

  • 2024Analysis of the Effectiveness of Safety Training Methods126 cited
  • 2023Designing Gamified Learning Management Systems for Higher Education25 cited
  • 2021Fostering study time outside class using gamification strategies: An experimental study at tertiary‐level database courses22 cited
  • 2022Factors Influencing the Implementation of Gamification for Learning in Information Systems Education21 cited