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A Model to Investigate Preference for Use of Gamification in a Learning Activity
16 references·0 citing·33 second hop
A Model to Investigate Preference for Use of Gamification in a Learning Activity (2018)A Model to Investigate Preference for Use…Diffusion of Innovations 1 (2019)Diffusion of Innovations 1Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does Gamification Work? -- A …The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)The Gamification of Learning …A systematic literature review of empirical evidence on computer games and serious games (2012)A systematic literature revie…Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps (2011)Gamification by Design: Imple…Unmasking the Effects of Student Engagement on First-Year College Grades and Persistence (2008)Unmasking the Effects of Stud…School Engagement: Potential of the Concept, State of the Evidence (2004)School Engagement: Potential …A Beginner's Guide to Partial Least Squares Analysis (2004)A Beginner's Guide to Partial…User Acceptance of Information Technology: Toward A Unified View1 (2003)User Acceptance of Informatio…User Acceptance of Information Technology: Toward a Unified View (2003)User Acceptance of Informatio…Digital game-based learning (2003)Digital game-based learningSocial Foundations of Thought and Action (2002)Social Foundations of Thought…The theory of planned behavior (1991)The theory of planned behaviorEvaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Evaluating Structural Equatio…Understanding Attitudes and Predicting Social Behavior (1980)Understanding Attitudes and P…Self-serving biases in the attribution of causality: Fact or fiction? (1975)Self-serving biases in the at…Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)From game design elements to gamefulness (2011)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)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)Coefficient Alpha and the Internal Structure of Tests (1951)Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Self-efficacy: Toward a unifying theory of behavioral change. (1977)A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies (2000)Consumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology1 (2012)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)A new criterion for assessing discriminant validity in variance-based structural equation modeling (2014)Older Adults' Reasons for Using Technology while Aging in Place (2015)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)The need to belong: Desire for interpersonal attachments as a fundamental human motivation. (1995)The Four-Phase Model of Interest Development (2006)Customer Engagement (2011)The ICAP Framework: Linking Cognitive Engagement to Active Learning Outcomes (2014)Significance tests and goodness of fit in the analysis of covariance structures. (1980)On the Evaluation of Structural Equation Models (1988)When to use and how to report the results of PLS-SEM (2018)From Intentions to Actions: A Theory of Planned Behavior (1985)User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)Environmental factors associated with adults' participation in physical activity A review (2002)Why should i share? examining social capital and knowledge contribution in electronic networks of practice (2005)Prejudice Reduction: What Works? A Review and Assessment of Research and Practice (2008)The Strength of Weak Ties (1973)Diffusion of innovations. (2003)Digital Natives, Digital Immigrants Part 1 (2001)The Theory and Practice of Online Learning (2008)Foundations of Game-Based Learning (2015)Gamification in theory and action: A survey (2014)
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References

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  • 2003User Acceptance of Information Technology: Toward A Unified View144,945 cited
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  • 1980Understanding Attitudes and Predicting Social Behavior25,805 cited
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  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification5,197 cited
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  • 2003Digital game-based learning3,104 cited
  • 2003User Acceptance of Information Technology: Toward a Unified View3,068 cited
  • 2012A systematic literature review of empirical evidence on computer games and serious games2,890 cited
  • 1975Self-serving biases in the attribution of causality: Fact or fiction?2,563 cited
  • 2011Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps2,374 cited
  • 2008Unmasking the Effects of Student Engagement on First-Year College Grades and Persistence

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  • 2004A Beginner's Guide to Partial Least Squares Analysis1,697 cited
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