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Vocabulary by Gamification
16 references·2 citing·38 second hop
Vocabulary by Gamification (2017)Vocabulary by GamificationThe common sense census: media use by tweens and teens (2015)The common sense census: medi…Gamification in theory and action: A survey (2014)Gamification in theory and ac…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…Bringing Words to Life : Robust Vocabulary Instruction (2013)Bringing Words to Life : Robu…The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)The Gamification of Learning …Reality is broken: why games make us better and how they can change the world (2012)Reality is broken: why games …A social gamification framework for a K-6 learning platform (2012)A social gamification framewo…Gamification in Education: What, How, Why Bother? (2011)Gamification in Education: Wh…From game design elements to gamefulness (2011)From game design elements to …Generation M2 : Media in the Lives of 8- to 18-year-olds (2010)Generation M2 : Media in the …What teachers say and do to support students' autonomy during a learning activity. (2006)What teachers say and do to s…A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives (2001)A taxonomy for learning, teac…Early reading acquisition and its relation to reading experience and ability 10 years later. (1997)Early reading acquisition and…Achievement goals in the classroom: Students' learning strategies and motivation processes. (1988)Achievement goals in the clas…A social-cognitive approach to motivation and personality. (1988)A social-cognitive approach t…The Effects of Vocabulary Instruction: A Model-Based Meta-Analysis (1986)The Effects of Vocabulary Ins…Enhancing EFL/ESL instruction through gamification: a comprehensive review of empirical evidence (2024)Enhancing EFL/ESL instruction…Use of Digital Games in Writing Education: An Action Research on Gamification (2019)Use of Digital Games in Writi…Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Gamification. using game-design elements in non-gaming contexts (2011)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)A Theory of Social Comparison Processes (1954)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)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)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)Tests for comparing elements of a correlation matrix. (1980)Self-efficacy mechanism in human agency. (1982)Motivational processes affecting learning. (1986)Motivating Project-Based Learning: Sustaining the Doing, Supporting the Learning (1991)A hierarchical model of approach and avoidance achievement motivation. (1997)Assessment and Classroom Learning (1998)Identity and the life cycle (1959)Generalized expectancies for internal versus external control of reinforcement. (1966)Learned helplessness in humans: Critique and reformulation. (1978)Perceived Self-Efficacy in Cognitive Development and Functioning (1993)Building a practically useful theory of goal setting and task motivation: A 35-year odyssey. (2002)School Engagement: Potential of the Concept, State of the Evidence (2004)Science and Human Behavior (1953)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)The Gamification of Learning: a Meta-analysis (2019)Closing the gap: Addressing the vocabulary needs of English‐language learners in bilingual and mainstream classrooms (2004)A New Academic Vocabulary List (2013)Ending the Reading Wars: Reading Acquisition From Novice to Expert (2018)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)Teaching For Quality Learning At University (1999)A Revision of Bloom's Taxonomy: An Overview (2002)The use of flipped classrooms in higher education: A scoping review (2015)Parental Mediation of Children's Internet Use (2008)College students' social networking experiences on Facebook (2009)Gender Similarities and Differences (2013)
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References

  • 2001A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives13,929 cited
  • 1988A social-cognitive approach to motivation and personality.9,633 cited
  • 2011From game design elements to gamefulness8,391 cited
  • 2012The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education3,765 cited
  • 1988Achievement goals in the classroom: Students' learning strategies and motivation processes.3,562 cited
  • 2012Reality is broken: why games make us better and how they can change the world2,923 cited
  • 2014Gamification in theory and action: A survey2,509 cited
  • 2010Generation M2 : Media in the Lives of 8- to 18-year-olds2,017 cited
  • 2014Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance1,927 cited
  • 2013Bringing Words to Life : Robust Vocabulary Instruction1,785 cited
  • 1997Early reading acquisition and its relation to reading experience and ability 10 years later.1,609 cited
  • 2006What teachers say and do to support students' autonomy during a learning activity.1,583 cited
  • 2011Gamification in Education: What, How, Why Bother?1,242 cited
  • 1986The Effects of Vocabulary Instruction: A Model-Based Meta-Analysis

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1,005 cited
  • 2015The common sense census: media use by tweens and teens900 cited
  • 2012A social gamification framework for a K-6 learning platform854 cited
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    • 2019Use of Digital Games in Writing Education: An Action Research on Gamification46 cited
    • 2024Enhancing EFL/ESL instruction through gamification: a comprehensive review of empirical evidence36 cited