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Exploring Engaging Gamification Mechanics in Massive Online Open Courses.
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Exploring Engaging Gamification Mechanics in Massive Online Open Courses. (2016)Exploring Engaging Gamification Mechanics…Gamification in Education: A Systematic Mapping Study (2015)Gamification in Education: A …The influence of computer self-efficacy, metacognitive self-regulation and self-esteem on student engagement in online learning programs: Evidence from the virtual world of Second Life (2014)The influence of computer sel…The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)The Gamification of Learning …A social gamification framework for a K-6 learning platform (2012)A social gamification framewo…A collaborative game-based learning approach to improving students' learning performance in science courses (2012)A collaborative game-based le…Gamification. using game-design elements in non-gaming contexts (2011)Gamification. using game-desi…Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps (2011)Gamification by Design: Imple…Total engagement: using games and virtual worlds to change the way people work and businesses compete (2010)Total engagement: using games…The Impact of Self- and Peer-Grading on Student Learning (2006)The Impact of Self- and Peer-…Motivations for Play in Online Games (2006)Motivations for Play in Onlin…From Tree House to Barracks (2006)From Tree House to BarracksWhy People Continue to Play Online Games: In Search of Critical Design Factors to Increase Customer Loyalty to Online Contents (2004)Why People Continue to Play O…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Multi‐criteria supplier selection using fuzzy AHP (2003)Multi‐criteria supplier selec…Self‐categorization, affective commitment and group self‐esteem as distinct aspects of social identity in the organization (2000)Self‐categorization, affectiv…A Review of the Concept of Visual Literacy (1997)A Review of the Concept of Vi…Is game-based pedagogy just a fad? A self-determination theory approach to gamification in higher education (2022)Is game-based pedagogy just a…Comparing the effectiveness of badges and leaderboards on academic performance and motivation of students in fully versus partially gamified online physics classes (2022)Comparing the effectiveness o…The Effect of Gamified STEM Practices on Students’ Intrinsic Motivation, Critical Thinking Disposition Levels, and Perception of Problem-Solving Skills (2021)The Effect of Gamified STEM P…Designing a gamified e-learning environment for teaching undergraduate ERP course based on big five personality traits (2021)Designing a gamified e-learni…Psychological effects of gamified didactics with exergames in Physical Education at primary schools: Results from a natural experiment (2020)Psychological effects of gami…Exploring instructors’ perspectives, practices, and perceived support needs and barriers related to the gamification of MOOCs (2020)Exploring instructors’ perspe…To reward and beyond: Analyzing the effect of reward-based strategies in a MOOC (2019)To reward and beyond: Analyzi…Investigating the Effectiveness of Gamification on Group Cohesion, Attitude, and Academic Achievement in Collaborative Learning Environments (2019)Investigating the Effectivene…Gamification in MOOCs: Engagement Application Test in Energy Sustainability Courses (2019)Gamification in MOOCs: Engage…Engagement in the course of programming in higher education through the use of gamification (2019)Engagement in the course of p…Effects of gamification on students’ online interactive patterns and peer-feedback (2019)Effects of gamification on st…Gamification in MOOCs: A review of the state of the art (2018)Gamification in MOOCs: A revi…Comparing Serious Games and Educational Simulations: Effects on Enjoyment, Deep Thinking, Interest and Cognitive Learning Gains (2018)Comparing Serious Games and E…Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. (1994)A pedagogy of Multiliteracies Designing Social Futures (1996)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Gamifying learning experiences: Practical implications and outcomes (2013)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)From game design elements to gamefulness (2011)Developing a Theory of Gamified Learning (2014)Gamification and student motivation (2014)The effect of gamification on motivation and engagement (2017)Digital Game-Based Learning (2020)Internet Addiction: The Emergence of a New Clinical Disorder (1998)A conceptual and methodological critique of internet addiction research: Towards a model of compensatory internet use (2013)Integrating psychological and neurobiological considerations regarding the development and maintenance of specific Internet-use disorders: An Interaction of Person-Affect-Cognition-Execution (I-PACE) model (2016)Fuzzy sets (1965)Applications of the extent analysis method on fuzzy AHP (1996)Fuzzy sets (1996)Global supplier development considering risk factors using fuzzy extended AHP-based approach (2005)A comparison between Fuzzy AHP and Fuzzy TOPSIS methods to supplier selection (2014)Fuzzy multiple criteria decision-making techniques and applications – Two decades review from 1994 to 2014 (2015)Human Problem Solving (1972)Flow: the psychology of optimal experience (1990)Information Rules: A Strategic Guide to the Network Economy (2000)Consumer behavior in online game communities: A motivational factor perspective (2005)Understanding Online Gaming Addiction and Treatment Issues for Adolescents (2009)Why smartphone advertising attracts customers: A model of Web advertising, flow, and personalization (2014)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)A systematic review of gamification in e-Health (2017)Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017)The Gamification of Learning: a Meta-analysis (2019)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Gamification in theory and action: A survey (2014)Does Doing Good Always Lead to Doing Better? Consumer Reactions to Corporate Social Responsibility (2001)Understanding knowledge sharing in virtual communities: An integration of social capital and social cognitive theories (2006)Specification, evaluation, and interpretation of structural equation models (2011)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)
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References

  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2012The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education3,765 cited
  • 2006Motivations for Play in Online Games2,933 cited
  • 2011Gamification. using game-design elements in non-gaming contexts2,412 cited
  • 2011Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps2,374 cited
  • 2000Self‐categorization, affective commitment and group self‐esteem as distinct aspects of social identity in the organization1,699 cited
  • 2015Gamification in Education: A Systematic Mapping Study1,551 cited
  • 2003Multi‐criteria supplier selection using fuzzy AHP1,229 cited
  • 2012A social gamification framework for a K-6 learning platform854 cited
  • 2004Why People Continue to Play Online Games: In Search of Critical Design Factors to Increase Customer Loyalty to Online Contents683 cited
  • 2006From Tree House to Barracks658 cited
  • 2012A collaborative game-based learning approach to improving students' learning performance in science courses552 cited
  • 2006The Impact of Self- and Peer-Grading on Student Learning533 cited
  • 2010Total engagement: using games and virtual worlds to change the way people work and businesses compete410 cited

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  • 2014The influence of computer self-efficacy, metacognitive self-regulation and self-esteem on student engagement in online learning programs: Evidence from the virtual world of Second Life382 cited
  • 1997A Review of the Concept of Visual Literacy334 cited
  • Cited by

    • 2019Gamification in MOOCs: Engagement Application Test in Energy Sustainability Courses105 cited
    • 2019Investigating the Effectiveness of Gamification on Group Cohesion, Attitude, and Academic Achievement in Collaborative Learning Environments95 cited
    • 2021The Effect of Gamified STEM Practices on Students’ Intrinsic Motivation, Critical Thinking Disposition Levels, and Perception of Problem-Solving Skills93 cited
    • 2020Psychological effects of gamified didactics with exergames in Physical Education at primary schools: Results from a natural experiment88 cited
    • 2019Engagement in the course of programming in higher education through the use of gamification83 cited
    • 2019To reward and beyond: Analyzing the effect of reward-based strategies in a MOOC82 cited
    • 2022Comparing the effectiveness of badges and leaderboards on academic performance and motivation of students in fully versus partially gamified online physics classes74 cited
    • 2018Gamification in MOOCs: A review of the state of the art74 cited
    • 2022Is game-based pedagogy just a fad? A self-determination theory approach to gamification in higher education66 cited
    • 2018Comparing Serious Games and Educational Simulations: Effects on Enjoyment, Deep Thinking, Interest and Cognitive Learning Gains61 cited
    • 2019Effects of gamification on students’ online interactive patterns and peer-feedback61 cited
    • 2021Designing a gamified e-learning environment for teaching undergraduate ERP course based on big five personality traits60 cited
    • 2020Exploring instructors’ perspectives, practices, and perceived support needs and barriers related to the gamification of MOOCs42 cited