SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
The Use of Gamification in Higher Education: An Empirical Study
7 references·8 citing·45 second hop
The Use of Gamification in Higher Education: An Empirical Study (2017)The Use of Gamification in Higher Educati…An Extended Technology Acceptance Model for Mobile Social Gaming Service Popularity Analysis (2017)An Extended Technology Accept…Digital Natives, Digital Immigrants (2013)Digital Natives, Digital Immi…Reality is broken: why games make us better and how they can change the world (2012)Reality is broken: why games …Digital Natives, Digital Immigrants (2012)Digital Natives, Digital Immi…Beyond the fascination of online-games: Probing addictive behavior and depression in the world of online-gaming (2010)Beyond the fascination of onl…Effects of VDT and paper presentation on consumption and production of information: Psychological and physiological factors (2004)Effects of VDT and paper pres…Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Perceived Usefulness, Perceiv…Trends and gaps in empirical research on gamification in science education: A systematic review of the literature (2023)Trends and gaps in empirical …The effects of a gamified online course on pre-service teachers’ confidence, intention, and motivation in integrating technology into teaching (2023)The effects of a gamified onl…Gamifying Computer Science Education for Z Generation (2021)Gamifying Computer Science Ed…FinTech payments in the era of COVID-19: Factors influencing behavioral intentions of “Generation X” in Hungary to use mobile payment (2021)FinTech payments in the era o…The effect of using Kahoot! for learning – A literature review (2020)The effect of using Kahoot! f…Gamification Acceptance for Learners with Different E-Skills (2020)Gamification Acceptance for L…Using Kahoot! as a Gamified Formative Assessment Tool: A case study (2019)Using Kahoot! as a Gamified F…Design and Learning Effectiveness Evaluation of Gamification in e-Learning Systems (2019)Design and Learning Effective…Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Self-efficacy mechanism in human agency. (1982)User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)A new criterion for assessing discriminant validity in variance-based structural equation modeling (2014)Digital Natives, Digital Immigrants Part 1 (2001)Digital Natives, Digital Immigrants Part 2: Do They Really Think Differently? (2001)First year students' experiences with technology: Are they really digital natives? (2008)H. Sapiens Digital: From Digital Immigrants and Digital Natives to Digital Wisdom (2009)Teaching digital natives: Partnering for real learning (2010)Development and validation of brief measures of positive and negative affect: The PANAS scales. (1988)Development and validation of brief measures of positive and negative affect: The PANAS scales. (1988)Diagnostic and Statistical Manual of Mental Disorders (2013)Reading linear texts on paper versus computer screen: Effects on reading comprehension (2013)Lost in an iPad (2014)Reading Across Mediums: Effects of Reading Digital and Print Texts on Comprehension and Calibration (2016)Internet Addiction: The Emergence of a New Clinical Disorder (1998)A cognitive-behavioral model of pathological Internet use (2001)Motivations for Play in Online Games (2006)Addictive Online Games: Examining the Relationship Between Game Genres and Internet Gaming Disorder (2016)Maladaptive player-game relationships in problematic gaming and gaming disorder: A systematic review (2019)The influence of depressive symptoms and fear of missing out on severity of problematic smartphone use and Internet gaming disorder among Chinese young adults: A three-wave mediation model (2020)The theory of planned behavior (1991)User Acceptance of Information Technology: Toward A Unified View1 (2003)Consumer adoption of Mobile Social Network Games (M-SNGs) in Saudi Arabia: The role of social influence, hedonic motivation and trust (2018)The adoption of virtual reality devices: The technology acceptance model integrating enjoyment, social interaction, and strength of the social ties (2018)An Integrated SEM-Neural Network Approach for Predicting Determinants of Adoption of Wearable Healthcare Devices (2019)A typology of reviews: an analysis of 14 review types and associated methodologies (2009)Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement (2009)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA Statement. (2009)Variability of teachers’ technology integration in the classroom: A matter of utility! (2021)Effect of Digital Game-Based Learning on Student Engagement and Motivation (2023)Utilising artificial intelligence-enhanced writing mediation to develop academic writing skills in EFL learners: a qualitative study (2024)A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies (2000)Digital badges affect need satisfaction but not frustration in males in higher education (2022)The role of learners’ characteristics in educational gamification systems: a systematic meta-review of the literature (2022)Blogged into the System: A Systematic Review of the Gamification in e-Learning before and during the COVID-19 Pandemic (2023)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Do digital natives use mobile payment differently than digital immigrants? A comparative study between generation X and Z (2022)Analysis of financial technology acceptance of peer to peer lending (P2P lending) using extended technology acceptance model (TAM) (2023)Factors influencing continuance intention to use mobile banking: an extended expectation-confirmation model with moderating role of trust (2024)From game design elements to gamefulness (2011)Gamification. using game-design elements in non-gaming contexts (2011)Gamification in theory and action: A survey (2014)Scratch (2009)Covid-19 pandemic and online learning: the challenges and opportunities (2020)
this work references cited by second hop

References

  • 1989Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology75,250 cited
  • 2012Digital Natives, Digital Immigrants7,107 cited
  • 2013Digital Natives, Digital Immigrants3,238 cited
  • 2012Reality is broken: why games make us better and how they can change the world2,923 cited
  • 2010Beyond the fascination of online-games: Probing addictive behavior and depression in the world of online-gaming191 cited
  • 2004Effects of VDT and paper presentation on consumption and production of information: Psychological and physiological factors176 cited
  • 2017An Extended Technology Acceptance Model for Mobile Social Gaming Service Popularity Analysis114 cited

Cited by

  • 2020The effect of using Kahoot! for learning – A literature review1,384 cited
  • 2021FinTech payments in the era of COVID-19: Factors influencing behavioral intentions of “Generation X” in Hungary to use mobile payment271 cited
  • 2020Gamification Acceptance for Learners with Different E-Skills41 cited
  • 2023Trends and gaps in empirical research on gamification in science education: A systematic review of the literature33 cited
  • 2023The effects of a gamified online course on pre-service teachers’ confidence, intention, and motivation in integrating technology into teaching27 cited
  • 2019Using Kahoot! as a Gamified Formative Assessment Tool: A case study25 cited

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

  • 2021Gamifying Computer Science Education for Z Generation24 cited
  • 2019Design and Learning Effectiveness Evaluation of Gamification in e-Learning Systems22 cited