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Engaging undergraduate students in a co-curricular digital badging platform
14 references·2 citing·49 second hop
Engaging undergraduate students in a co-curricular digital badging platform (2017)Engaging undergraduate students in a co-c…Understanding digital badges in higher education through assessment (2016)Understanding digital badges …Foundation of Digital Badges and Micro-Credentials (2016)Foundation of Digital Badges …The Effect of Achievement Badges on Students’ Behavior: An Empirical Study in a University-Level Computer Science Course (2015)The Effect of Achievement Bad…The design and implementation of a gamified assessment (2015)The design and implementation…Gamification: The effect on student motivation and performance at the post-secondary level (2015)Gamification: The effect on s…Gamification in Education: A Systematic Mapping Study (2015)Gamification in Education: A …Employer Perceptions of Critical Information Literacy Skills and Digital Badges (2015)Employer Perceptions of Criti…Digital badges in afterschool learning: Documenting the perspectives and experiences of students and educators (2015)Digital badges in afterschool…Designing for Game-Based Learning: The Effective Integration of Technology to Support Learning (2015)Designing for Game-Based Lear…Open badges for education: what are the implications at the intersection of open systems and badging? (2014)Open badges for education: wh…Increasing Student Intrinsic Motivation And Self-Efficacy Through Gamification Pedagogy (2014)Increasing Student Intrinsic …Gamification for Engaging Computer Science Students in Learning Activities: A Case Study (2014)Gamification for Engaging Com…Are badges useful in education?: it depends upon the type of badge and expertise of learner (2013)Are badges useful in educatio…Extrinsic Rewards and Intrinsic Motivation in Education: Reconsidered Once Again (2001)Extrinsic Rewards and Intrins…Toward a meaningful experience: an explanation of the drivers of the continued usage of gamified mobile app services (2021)Toward a meaningful experienc…Game-based e-learning for urban tourism education through an online scenario game (2019)Game-based e-learning for urb…Remix: making art and commerce thrive in the hybrid economy (2009)Using ICTs to create a culture of transparency: E-government and social media as openness and anti-corruption tools for societies (2010)From game design elements to gamefulness (2011)Digital badges in undergraduate composition courses: effects on intrinsic motivation (2015)An exploration of the utility of digital badging in higher education settings (2018)Goal Setting and Open Digital Badges in Higher Education (2018)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Flow: The Psychology of Optimal Experience (1991)Using thematic analysis in psychology (2006)Gamification and Education: Achievements, Cognitive Loads, and Views of Students (2016)Enhancement of Performance and Motivation through Application of Digital Games in an English Language Class. (2018)The Effects of Gamification in Online Learning Environments: A Systematic Literature Review (2019)A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. (1999)Approach and avoidance motivation and achievement goals (1999)Expectancy–Value Theory of Achievement Motivation (2000)Digital badges in education (2013)Engaging Asian students through game mechanics: Findings from two experiment studies (2015)Learning Technology Models that Support Personalization within Blended Learning Environments in Higher Education (2020)Basics of qualitative research : techniques and procedures for developing grounded theory (1998)School Engagement: Potential of the Concept, State of the Evidence (2004)What Video Games Have to Teach Us about Learning and Literacy (2004)A qualitative investigation of student perceptions of game elements in a gamified course (2017)The Effects of Flow, Emotional Engagement, and Motivation on Success in a Gamified Online Learning Environment (2019)Self-efficacy: the exercise of control (1997)Self-Efficacy: The Exercise of Control (1999)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Overcoming the novelty effect in online gamified learning systems: An empirical evaluation of student engagement and performance (2019)Active and Emerging Methodologies for Ubiquitous Education: Potentials of Flipped Learning and Gamification (2020)Using Design-Science Based Gamification to Improve Organizational Security Training and Compliance (2020)Intrinsic Motivation and Self-Determination in Human Behavior (1988)What Adolescents Learn in Organized Youth Activities: A Survey of Self‐Reported Developmental Experiences (2003)The effects of parental involvement on students’ academic self‐efficacy, engagement and intrinsic motivation (2009)Student Motivation and Associated Outcomes: A Meta-Analysis From Self-Determination Theory (2021)Educational Research: Planning, Conducting, and Evaluating Quantitative and Qualitative Research (2001)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Gamification to Enhance Motivation and Engagement in Blended eLearning for Technical and Vocational Education and Training (2020)Gamification for educational purposes: What are the factors contributing to varied effectiveness? (2021)The Measurement of Observer Agreement for Categorical Data (1977)Mind in Society: The Development of Higher Psychological Processes (1978)Qualitative Data Analysis: An Expanded Sourcebook (1994)Teacher perceptions on the use of digital gamified learning in tourism education: The case of South African secondary schools (2017)Capturing the complexity of gamification elements: a holistic approach for analysing existing and deriving novel gamification designs (2020)Negative effects of gamification in education software: Systematic mapping and practitioner perceptions (2022)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)Design and preliminary evaluation of a cyber Security Requirements Education Game (SREG) (2017)An integrative literature review of the implementation of micro-credentials in higher education: Implications for practice in Australasia (2021)Analysing micro-credentials in higher education: a Bernsteinian analysis (2021)
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References

  • 2001Extrinsic Rewards and Intrinsic Motivation in Education: Reconsidered Once Again1,595 cited
  • 2015Gamification in Education: A Systematic Mapping Study1,551 cited
  • 2013Are badges useful in education?: it depends upon the type of badge and expertise of learner486 cited
  • 2014Gamification for Engaging Computer Science Students in Learning Activities: A Case Study483 cited
  • 2014Increasing Student Intrinsic Motivation And Self-Efficacy Through Gamification Pedagogy258 cited
  • 2015The Effect of Achievement Badges on Students’ Behavior: An Empirical Study in a University-Level Computer Science Course201 cited
  • 2015Gamification: The effect on student motivation and performance at the post-secondary level199 cited
  • 2015Digital badges in afterschool learning: Documenting the perspectives and experiences of students and educators116 cited
  • 2014Open badges for education: what are the implications at the intersection of open systems and badging?108 cited
  • 2016Foundation of Digital Badges and Micro-Credentials100 cited
  • 2015Employer Perceptions of Critical Information Literacy Skills and Digital Badges81 cited
  • 2015Designing for Game-Based Learning: The Effective Integration of Technology to Support Learning75 cited
  • 2016Understanding digital badges in higher education through assessment72 cited
  • 2015The design and implementation of a gamified assessment

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  • 2019Game-based e-learning for urban tourism education through an online scenario game35 cited
  • 2021Toward a meaningful experience: an explanation of the drivers of the continued usage of gamified mobile app services32 cited