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Gamified learning: A role-playing approach to increase student in-class motivation
14 references·4 citing·36 second hop
Gamified learning: A role-playing approach to increase student in-class motivation (2017)Gamified learning: A role-playing approac…An empirical study comparing gamification and social networking on e-learning (2014)An empirical study comparing …Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service (2013)Transforming homo economicus …Reality is broken: why games make us better and how they can change the world (2012)Reality is broken: why games …Gamification of ERP Systems – Exploring Gamification Effects on User Acceptance Constructs (2012)Gamification of ERP Systems –…For the Win: How Game Thinking Can Revolutionize Your Business (2012)For the Win: How Game Thinkin…Gamification. using game-design elements in non-gaming contexts (2011)Gamification. using game-desi…From game design elements to gamefulness (2011)From game design elements to …Total engagement: using games and virtual worlds to change the way people work and businesses compete (2010)Total engagement: using games…Multikonferenz Wirtschaftsinformatik 2010 (2010)Multikonferenz Wirtschaftsinf…The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)The Motivational Pull of Vide…Using Social Psychology to Motivate Contributions to Online Communities (2005)Using Social Psychology to Mo…GameFlow (2005)GameFlowTeaching English as a Foreign Language (2002)Teaching English as a Foreign…Developing grading and reporting systems for student learning (2000)Developing grading and report…Using technology to make learning fun: technology use is best made fun and challenging to optimize intrinsic motivation and engagement (2023)Using technology to make lear…The Effects of Gamification in Education: A Systematic Literature Review (2023)The Effects of Gamification i…The Pedagogical Use of Gamification in English Vocabulary Training and Learning in Higher Education (2022)The Pedagogical Use of Gamifi…Analyzing Gamification Impact on a Mastery Learning Introductory Programming Course (2019)Analyzing Gamification Impact…Intrinsic Motivation and Self-Determination in Human Behavior (1985)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)A Motivational Model of Video Game Engagement (2010)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)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Psychology of intergroup relations (1986)An Integrative Theory of Intergroup Conflict (2000)Building a practically useful theory of goal setting and task motivation: A 35-year odyssey. (2002)Creative Strategies in Social Media Marketing: An Exploratory Study of Branded Social Content and Consumer Engagement (2014)Studying Gamification: The Effect of Rewards and Incentives on Motivation (2014)Understanding user participation in online communities: A systematic literature review of empirical studies (2015)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)The theory of planned behavior (1991)Do badges increase user activity? A field experiment on the effects of gamification (2015)Why do people use gamification services? (2015)What Is eSports and Why Do People Watch It? (2017)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)A mobile gamification learning system for improving the learning motivation and achievements (2014)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Gamification in Science Education. A Systematic Review of the Literature (2021)Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990. (1990)Flow: The Psychology of Optimal Experience (1991)Designing games with a purpose (2008)Measuring and defining the experience of immersion in games (2008)Gamification in theory and action: A survey (2014)Gamification in Education: A Systematic Mapping Study (2015)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (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)From game design elements to gamefulness (2011)Gaming the Quantified Self (2013)Effectiveness of gamification in the engagement of students (2015)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)
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References

  • 2011From game design elements to gamefulness8,391 cited
  • 2006The Motivational Pull of Video Games: A Self-Determination Theory Approach3,328 cited
  • 2012Reality is broken: why games make us better and how they can change the world2,923 cited
  • 2011Gamification. using game-design elements in non-gaming contexts2,412 cited
  • 2012For the Win: How Game Thinking Can Revolutionize Your Business2,354 cited
  • 2005GameFlow2,122 cited
  • 2013Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service687 cited
  • 2014An empirical study comparing gamification and social networking on e-learning625 cited
  • 2005Using Social Psychology to Motivate Contributions to Online Communities501 cited
  • 2010Total engagement: using games and virtual worlds to change the way people work and businesses compete410 cited
  • 2002Teaching English as a Foreign Language234 cited
  • 2010Multikonferenz Wirtschaftsinformatik 2010183 cited
  • 2000Developing grading and reporting systems for student learning179 cited
  • 2012Gamification of ERP Systems – Exploring Gamification Effects on User Acceptance Constructs74 cited

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  • 2022

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The Pedagogical Use of Gamification in English Vocabulary Training and Learning in Higher Education
61 cited
  • 2023Using technology to make learning fun: technology use is best made fun and challenging to optimize intrinsic motivation and engagement58 cited
  • 2023The Effects of Gamification in Education: A Systematic Literature Review42 cited
  • 2019Analyzing Gamification Impact on a Mastery Learning Introductory Programming Course39 cited