SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Gamification in the Business Communication Course
16 references·0 citing·43 second hop
Gamification in the Business Communication Course (2017)Gamification in the Business Communicatio…Gameplay Engagement and Learning in Game-Based Learning (2015)Gameplay Engagement and Learn…Shallow Gamification (2014)Shallow GamificationIncreasing Student Intrinsic Motivation And Self-Efficacy Through Gamification Pedagogy (2014)Increasing Student Intrinsic …Gamification (2014)GamificationDoes Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does Gamification Work? -- A …Developing a Theory of Gamified Learning (2014)Developing a Theory of Gamifi…An Empirical Test of the Theory of Gamified Learning (2014)An Empirical Test of the Theo…Reality is broken: why games make us better and how they can change the world (2012)Reality is broken: why games …Gamification (2012)GamificationThe Multiplayer Classroom: Designing Coursework as a Game (2011)The Multiplayer Classroom: De…Reality is broken: why games make us better and how they can change the world (2011)Reality is broken: why games …What Video Games Have to Teach Us About Learning and Literacy (2007)What Video Games Have to Teac…Made to Stick: Why Some Ideas Survive and Others Die (2007)Made to Stick: Why Some Ideas…Rules of Play: Game Design Fundamentals (2003)Rules of Play: Game Design Fu…Instructional design models for well-structured and III-structured problem-solving learning outcomes (1997)Instructional design models f…THE ROLE OF TUTORING IN PROBLEM SOLVING * (1976)THE ROLE OF TUTORING IN PROBL…Plans and the structure of behavior. (1960)Studies in cognitive growth (1966)Carmichael's Manual of Child Psychology (1972)Supporting and Promoting Argumentation Discourse in Science Education (2002)Becoming a scientist: The role of undergraduate research in students' cognitive, personal, and professional development (2006)Learning by Expanding (2014)Conditions of Learning (1965)Human Problem Solving (1972)Activity, consciousness, and personality (1978)Toward a design theory of problem solving (2000)Scaffolding students’ problem-solving processes in an ill-structured task using question prompts and peer interactions (2003)Visitors and Residents: A new typology for online engagement (2011)The theory of planned behavior (1991)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)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)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)Effectiveness of L2 Instruction: A Research Synthesis and Quantitative Meta‐analysis (2000)Games, Motivation, and Learning: A Research and Practice Model (2002)Gamification of task performance with leaderboards: A goal setting experiment (2015)Gamification of health professions education: a systematic review (2020)Gamification in Science Education. A Systematic Review of the Literature (2021)Experiential Learning : Experience as the Source of Learning and Development (1983)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Teacher perceptions of the value of game-based learning in secondary education (2017)Student-centred digital game–based learning: a conceptual framework and survey of the state of the art (2019)Escape education: A systematic review on escape rooms in education (2020)The game, the player, the world: looking for a heart of gameness (2003)Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)Serious games and the gamification of tourism (2016)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)The effect of virtual achievements on student engagement (2013)Gamification and Mobile Marketing Effectiveness (2016)Examining the impact of gamification on intention of engagement and brand attitude in the marketing context (2017)Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service (2013)Do badges increase user activity? A field experiment on the effects of gamification (2015)Parental Mediation Theory for the Digital Age (2011)Scaffolding game-based learning: Impact on learning achievements, perceived learning, and game experiences (2013)The New Literacies of Online Research and Comprehension: Rethinking the Reading Achievement Gap (2014)
this work references cited by second hop

References

  • 1976THE ROLE OF TUTORING IN PROBLEM SOLVING *8,828 cited
  • 2003Rules of Play: Game Design Fundamentals5,481 cited
  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification5,197 cited
  • 2012Reality is broken: why games make us better and how they can change the world2,923 cited
  • 1997Instructional design models for well-structured and III-structured problem-solving learning outcomes1,609 cited
  • 2014Developing a Theory of Gamified Learning915 cited
  • 2007What Video Games Have to Teach Us About Learning and Literacy735 cited
  • 2012Gamification726 cited
  • 2011Reality is broken: why games make us better and how they can change the world721 cited
  • 2015Gameplay Engagement and Learning in Game-Based Learning547 cited
  • 2007Made to Stick: Why Some Ideas Survive and Others Die499 cited
  • 2014An Empirical Test of the Theory of Gamified Learning363 cited
  • 2011The Multiplayer Classroom: Designing Coursework as a Game322 cited
  • 2014Gamification279 cited
  • 2014Increasing Student Intrinsic Motivation And Self-Efficacy Through Gamification Pedagogy258 cited

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

2014
Shallow Gamification
208 cited

Cited by

No citing works inside the corpus for this window.