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The Gamification Of Education
5 references·8 citing·43 second hop
The Gamification Of Education (2013)The Gamification Of EducationThe Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)The Gamification of Learning …Reality is broken: why games make us better and how they can change the world (2012)Reality is broken: why games …Play: How It Shapes the Brain, Opens the Imagination, and Invigorates the Soul (2009)Play: How It Shapes the Brain…Relationships Between Game Attributes and Learning Outcomes (2008)Relationships Between Game At…GOAL SETTING AND GOAL ORIENTATION: AN INTEGRATION OF TWO DIFFERENT YET RELATED LITERATURES. (2004)GOAL SETTING AND GOAL ORIENTA…Gamification in nursing (2020)Gamification in nursingStudents' Acceptance of Gamification in Higher Education (2019)Students' Acceptance of Gamif…Gamifying the flipped classroom: how to motivate Chinese ESL learners? (2019)Gamifying the flipped classro…A gamification framework to enhance students’ intrinsic motivation on MOOC (2019)A gamification framework to e…Social media and nursing practice: Changing the balance between the social and technical aspects of work (2014)Social media and nursing prac…Project Knowledge Management While Simply Playing! Gaming Mechanics in Project Knowledge Management Systems (2014)Project Knowledge Management …The gamification of the study of electronics in dedicated e-learning platforms (2013)The gamification of the study…Classroom Live: a software-assisted gamification tool (2013)Classroom Live: a software-as…From game design elements to gamefulness (2011)A course gamification platform supporting student motivation and engagement (2014)Integration of a social robot and gamification in adult learning and effects on motivation, engagement and performance (2022)Designing Virtual Worlds (2025)Beyond Nintendo: design and assessment of educational video games for first and second grade students (2002)Digital game-based learning (2003)Digital Natives, Digital Immigrants (2012)Influence of Gamification Elements on Emotion, Interest and Online Participation (2018)The effect of gamification on motivation in the education of pre-service social studies teachers (2021)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)A social-cognitive approach to motivation and personality. (1988)Building a practically useful theory of goal setting and task motivation: A 35-year odyssey. (2002)Setting, elaborating, and reflecting on personal goals improves academic performance. (2010)How Does Bureaucracy Impact Individual Creativity? A Cross-Level Investigation of Team Contextual Influences on Goal Orientation–Creativity Relationships (2011)Trait Activation Theory: A Review of the Literature and Applications to Five Lines of Personality Dynamics Research (2021)Social Learning Theory. (1978)A Revision of Bloom's Taxonomy: An Overview (2002)Toward a Taxonomy Linking Game Attributes to Learning (2012)A meta-analysis of serious digital games for healthy lifestyle promotion (2014)Gamification Science, Its History and Future: Definitions and a Research Agenda (2018)Motivating students at a distance: The case of an international audience (2002)An Empirical Test of the Theory of Gamified Learning (2014)From Gamification to Gameful Design and Gameful Experience in Learning (2015)How Different Categories of Gamified Stimuli Affect Massive Open Online Courses Continuance Intention and Learning Performance? Mediating Roles of Internal Experiences (2022)User Acceptance of Information Technology: Toward A Unified View1 (2003)Consumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology1 (2012)A primer on partial least squares structural equation modeling (PLS-SEM) (2015)Teachers’ beliefs about gamification and competencies development: A concept mapping approach (2019)Language in the inner city: studies in the Black English Vernacular. By William Labov. Philadelphia: University of Pennsylvania Press, 1972. Pp. xxiv, 412. $6.95. (1975)Qualitative research and case study applications in education (1998)School Engagement: Potential of the Concept, State of the Evidence (2004)Kahoot, is it fun or unfun? Gamifying vocabulary learning to boost exam scores, engagement, and motivation (2022)Writing metacognitive strategy-based instruction through flipped classroom: an investigation of writing performance, anxiety, and self-efficacy (2023)Enhancing EFL/ESL instruction through gamification: a comprehensive review of empirical evidence (2024)The benefits of playing video games. (2013)Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy (2016)The Digital Workforce and the Workplace of the Future (2016)Gamification in Tourism (2013)The Elements of Play: Toward a Philosophy and a Definition of Play. (2014)Accessing the Inaccessible: Redefining Play as a Spectrum (2018)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)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)
this work references cited by second hop

References

  • 2012The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education3,765 cited
  • 2012Reality is broken: why games make us better and how they can change the world2,923 cited
  • 2009Play: How It Shapes the Brain, Opens the Imagination, and Invigorates the Soul849 cited
  • 2008Relationships Between Game Attributes and Learning Outcomes525 cited
  • 2004GOAL SETTING AND GOAL ORIENTATION: AN INTEGRATION OF TWO DIFFERENT YET RELATED LITERATURES.429 cited

Cited by

  • 2019Students' Acceptance of Gamification in Higher Education64 cited
  • 2019Gamifying the flipped classroom: how to motivate Chinese ESL learners?61 cited
  • 2013Classroom Live: a software-assisted gamification tool59 cited
  • 2013The gamification of the study of electronics in dedicated e-learning platforms49 cited
  • 2019A gamification framework to enhance students’ intrinsic motivation on MOOC36 cited
  • 2020Gamification in nursing34 cited
  • 2014Social media and nursing practice: Changing the balance between the social and technical aspects of work31 cited
  • 2014Project Knowledge Management While Simply Playing! Gaming Mechanics in Project Knowledge Management Systems17 cited

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