SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Detecting and Clustering Students by their Gamification Behavior with Badges: A Case Study in Engineering Education
7 references·0 citing·35 second hop
Detecting and Clustering Students by their Gamification Behavior with Badges: A Case Study in Engineering Education (2017)Detecting and Clustering Students by thei…So Fun It Hurts – Gamifying an Engineering Course (2013)So Fun It Hurts – Gamifying a…Gamifying learning experiences: Practical implications and outcomes (2013)Gamifying learning experience…Gamification of a Software Engineering course and a detailed analysis of the factors that lead to it's failure (2013)Gamification of a Software En…Engaging Engineering Students with Gamification (2013)Engaging Engineering Students…Does Gamification Work? A Literature Review (2013)Does Gamification Work? A Lit…The effects of modern mathematics computer games on mathematics achievement and class motivation (2010)The effects of modern mathema…Applying game achievement systems to enhance user experience in a photo sharing service (2009)Applying game achievement sys…Flow: the psychology of optimal experience (1990)Digital Natives, Digital Immigrants Part 1 (2001)From game design elements to gamefulness (2011)Personality-targeted Gamification (2016)Need-supporting gamification in education: An assessment of motivational effects over time (2018)“Achievement unlocked!” - The impact of digital achievements as a gamification element on motivation and performance (2019)Microcomputer Playfulness: Development of a Measure With Workplace Implications (1992)Games, Motivation, and Learning: A Research and Practice Model (2002)A model of user adoption of interface agents for email notification (2008)Framework for Designing and Evaluating Game Achievements (2011)Orientation Passport (2011)How (not) to introduce badges to online exercises (2014)Positive psychology: An introduction. (2000)A Revision of Bloom's Taxonomy: An Overview (2002)Self‐determination theory and work motivation (2005)A Review of Nontraditional Teaching Methods: Flipped Classroom, Gamification, Case Study, Self-Learning, and Social Media (2019)The Shift to Gamification in Education: A Review on Dominant Issues (2020)Using gamification to support learning in K‐12 education: A systematic literature review (2023)What Video Games Have to Teach Us about Learning and Literacy (2004)Student Participation and Achievement in a Large Lecture Course With Game-Based Learning (2015)How Different Personalities Benefit From Gamification (2019)Exploring the Darkness of Gamification: You Want It Darker? (2021)Experimental and Quasi-Experimental Designs for Research (1963)Experiential Learning : Experience as the Source of Learning and Development (1983)Experience and Education (1986)Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness (2013)Gameplay Engagement and Learning in Game-Based Learning (2015)Detecting latent topics and trends in educational technologies over four decades using structural topic modeling: A retrospective of all volumes of Computers & Education (2020)Flow: The Psychology of Optimal Experience (1991)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)Level Up Your Strategy: Towards a Descriptive Framework for Meaningful Enterprise Gamification (2015)Gamification Framework Design of Management Education and Development in Industrial Revolution 4.0 (2019)To Tailor or Not to Tailor Gamification? An Analysis of the Impact of Tailored Game Elements on Learners’ Behaviours and Motivation (2020)
this work references cited by second hop

References

  • 2013Gamifying learning experiences: Practical implications and outcomes2,013 cited
  • 2010The effects of modern mathematics computer games on mathematics achievement and class motivation649 cited
  • 2013Engaging Engineering Students with Gamification314 cited
  • 2009Applying game achievement systems to enhance user experience in a photo sharing service157 cited
  • 2013Gamification of a Software Engineering course and a detailed analysis of the factors that lead to it's failure143 cited
  • 2013Does Gamification Work? A Literature Review112 cited
  • 2013So Fun It Hurts – Gamifying an Engineering Course39 cited

Cited by

No citing works inside the corpus for this window.

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