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Determination of university students' most preferred mobile application for gamification
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Determination of university students' most preferred mobile application for gamification (2017)Determination of university students' mos…Ten Years of Gamification-Based Learning: A Bibliometric Analysis and Systematic Review (2024)Ten Years of Gamification-Bas…Polar knowledge of US students as indicated by an online Kahoot! quiz game (2021)Polar knowledge of US student…Online game-based learning usıng kahoot! to enhance pre-universıty students' active learning: A students' perception in biology classroom (2021)Online game-based learning us…Incorporation of a game-based approach into the EFL online classrooms: students' perceptions (2021)Incorporation of a game-based…A Review of Gamification Platforms for Higher Education (2017)A Review of Gamification Plat…Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)From game design elements to gamefulness (2011)Gamification in theory and action: A survey (2014)A personalized gamification method for increasing user engagement in social networks (2019)Digital Twin for Math Education: A Study on the Utilization of Games and Gamification for University Mathematics Education (2023)Civic education: what makes students learn (1999)Geographic variation in opinions on climate change at state and local scales in the USA (2015)Using Kahoot! in the Classroom to Create Engagement and Active Learning: A Game-Based Technology Solution for eLearning Novices (2017)Book Review: 'The Gamification of Learning and Instruction: Game-Based Methods and Strategies For Training And Education' by Karl Kapp (2012)e‐Learning and the Science of Instruction (2016)The effect of using Kahoot! for learning – A literature review (2020)Toward a Theory of Intrinsically Motivating Instruction* (1981)Classrooms: Goals, structures, and student motivation. (1992)Gamificación del aula en la enseñanza superior online: el uso de Kahoot (2022)Gender differences in utilizing a game-based approach within the EFL online classrooms (2023)Enhancing EFL/ESL instruction through gamification: a comprehensive review of empirical evidence (2024)Gamification. using game-design elements in non-gaming contexts (2011)Gamifying learning experiences: Practical implications and outcomes (2013)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)
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  • 2017A Review of Gamification Platforms for Higher Education55 cited
  • 2021Incorporation of a game-based approach into the EFL online classrooms: students' perceptions51 cited
  • 2024Ten Years of Gamification-Based Learning: A Bibliometric Analysis and Systematic Review43 cited
  • 2021Online game-based learning usıng kahoot! to enhance pre-universıty students' active learning: A students' perception in biology classroom36 cited
  • 2021Polar knowledge of US students as indicated by an online Kahoot! quiz game9 cited

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