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Adaptation of Gaming Features for Motivating Learners
16 references·11 citing·35 second hop
Adaptation of Gaming Features for Motivating Learners (2017)Adaptation of Gaming Features for Motivat…Gamification of task performance with leaderboards: A goal setting experiment (2015)Gamification of task performa…Effectiveness of gamification in the engagement of students (2015)Effectiveness of gamification…Do badges increase user activity? A field experiment on the effects of gamification (2015)Do badges increase user activ…Gamification in theory and action: A survey (2014)Gamification in theory and ac…Does 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…Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Assessing the effects of gami…A mobile gamification learning system for improving the learning motivation and achievements (2014)A mobile gamification learnin…Psychological Perspectives on Motivation through Gamification (2013)Psychological Perspectives on…Gamifying learning experiences: Practical implications and outcomes (2013)Gamifying learning experience…The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)The Gamification of Learning …A User-Centered Theoretical Framework for Meaningful Gamification (2012)A User-Centered Theoretical F…From game design elements to gamefulness (2011)From game design elements to …Motivations for Play in Online Games (2006)Motivations for Play in Onlin…How can exploratory learning with games and simulations within the curriculum be most effectively evaluated? (2005)How can exploratory learning …On the Assessment of Situational Intrinsic and Extrinsic Motivation: The Situational Motivation Scale (SIMS) (2000)On the Assessment of Situatio…The Effects of Adaptive Gamification in Science Learning: A Comparison Between Traditional Inquiry-Based Learning and Gender Differences (2024)The Effects of Adaptive Gamif…Personalized gamification versus one-size-fits-all gamification in fully online learning: Effects on student motivational, behavioral and cognitive outcomes (2024)Personalized gamification ver…Application of artificial intelligence in adaptation of gamification in education: A literature review (2023)Application of artificial int…Adaptive game-based learning in education: a systematic review (2023)Adaptive game-based learning …A Review of the Literature for Designing and Developing a Framework for Adaptive Gamification in Physics Education (2023)A Review of the Literature fo…The Perceived Usefulness of Gamified E-Learning: A Study of Undergraduate Students With Implications for Higher Education (2022)The Perceived Usefulness of G…Analyzing the relationships between learners’ motivation and observable engaged behaviors in a gamified learning environment (2021)Analyzing the relationships b…To Tailor or Not to Tailor Gamification? An Analysis of the Impact of Tailored Game Elements on Learners’ Behaviours and Motivation (2020)To Tailor or Not to Tailor Ga…Personalized gamification: A literature review of outcomes, experiments, and approaches (2020)Personalized gamification: A …A Systematic Literature Review on Adaptive Gamification: Components, Methods, and Frameworks (2019)A Systematic Literature Revie…Gamification for Education: Review of Current Publications (2018)Gamification for Education: R…Intrinsic Motivation and Self-Determination in Human Behavior (1985)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)A power primer. (1992)A motivational model of rural students' intentions to persist in, versus drop out of, high school. (2003)The Motivation at Work Scale: Validation Evidence in Two Languages (2010)The Multidimensional Work Motivation Scale: Validation evidence in seven languages and nine countries (2014)The theory of planned behavior (1991)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)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)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Gamification. using game-design elements in non-gaming contexts (2011)Experiential Learning : Experience as the Source of Learning and Development (1983)What Video Games Have to Teach Us about Learning and Literacy (2004)New Vocabularies in Film Semiotics (2005)Learning in immersive worlds: A review of game-based learning (2006)Educational game design for online education (2008)Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies (2012)Internet Addiction: The Emergence of a New Clinical Disorder (1998)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)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)A Theory of Social Comparison Processes (1954)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Gamifying education: what is known, what is believed and what remains uncertain: a critical review (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 health professions education: a systematic review (2020)Gamification in Science Education. A Systematic Review of the Literature (2021)Flow: The Psychology of Optimal Experience (1991)Science and Human Behavior (1953)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)The Gamification of Learning: a Meta-analysis (2019)
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References

  • 2011From game design elements to gamefulness8,391 cited
  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification5,197 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
  • 2014Gamification in theory and action: A survey2,509 cited
  • 2013Gamifying learning experiences: Practical implications and outcomes2,013 cited
  • 2014Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance1,927 cited
  • 2000On the Assessment of Situational Intrinsic and Extrinsic Motivation: The Situational Motivation Scale (SIMS)1,579 cited
  • 2014Developing a Theory of Gamified Learning915 cited
  • 2005How can exploratory learning with games and simulations within the curriculum be most effectively evaluated?751 cited
  • 2015Do badges increase user activity? A field experiment on the effects of gamification677 cited
  • 2014A mobile gamification learning system for improving the learning motivation and achievements648 cited
  • 2012A User-Centered Theoretical Framework for Meaningful Gamification563 cited
  • 2015Gamification of task performance with leaderboards: A goal setting experiment

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474 cited
  • 2015Effectiveness of gamification in the engagement of students383 cited
  • 2013Psychological Perspectives on Motivation through Gamification380 cited
  • Cited by

    • 2020To Tailor or Not to Tailor Gamification? An Analysis of the Impact of Tailored Game Elements on Learners’ Behaviours and Motivation82 cited
    • 2023Application of artificial intelligence in adaptation of gamification in education: A literature review76 cited
    • 2020Personalized gamification: A literature review of outcomes, experiments, and approaches73 cited
    • 2023A Review of the Literature for Designing and Developing a Framework for Adaptive Gamification in Physics Education52 cited
    • 2018Gamification for Education: Review of Current Publications49 cited
    • 2024Personalized gamification versus one-size-fits-all gamification in fully online learning: Effects on student motivational, behavioral and cognitive outcomes48 cited
    • 2021Analyzing the relationships between learners’ motivation and observable engaged behaviors in a gamified learning environment47 cited
    • 2024The Effects of Adaptive Gamification in Science Learning: A Comparison Between Traditional Inquiry-Based Learning and Gender Differences45 cited
    • 2023Adaptive game-based learning in education: a systematic review41 cited
    • 2022The Perceived Usefulness of Gamified E-Learning: A Study of Undergraduate Students With Implications for Higher Education39 cited
    • 2019A Systematic Literature Review on Adaptive Gamification: Components, Methods, and Frameworks38 cited