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Enhancement of Performance and Motivation through Application of Digital Games in an English Language Class.
16 references·16 citing·46 second hopsampled
Enhancement of Performance and Motivation through Application of Digital Games in an English Language Class. (2018)Enhancement of Performance and Motivation…Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does Gamification Work? -- A …Developing a Theory of Gamified Learning (2014)Developing a Theory of Gamifi…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…Gamifying learning experiences: Practical implications and outcomes (2013)Gamifying learning experience…A social gamification framework for a K-6 learning platform (2012)A social gamification framewo…A Self-determination Theory Perspective on Student Engagement (2012)A Self-determination Theory P…Relationships Between Game Attributes and Learning Outcomes (2008)Relationships Between Game At…The Four-Phase Model of Interest Development (2006)The Four-Phase Model of Inter…Student Engagement and Student Learning: Testing the Linkages* (2006)Student Engagement and Studen…Classroom Response Systems: A Review of the Literature (2006)Classroom Response Systems: A…Digital game-based learning: Towards an experiential gaming model (2005)Digital game-based learning: …What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…The Next Generation of Educational Engagement (2004)The Next Generation of Educat…Relationships Matter: Linking Teacher Support to Student Engagement and Achievement (2004)Relationships Matter: Linking…Cognitive Test Anxiety and Academic Performance (2002)Cognitive Test Anxiety and Ac…Development and use of the ARCS model of instructional design (1987)Development and use of the AR…Kahoot! Game‐based digital learning platform: A comprehensive meta‐analysis (2024)Kahoot! Game‐based digital le…Digital game-based language learning for vocabulary development (2024)Digital game-based language l…Preservice Teachers’ Knowledge and Attitudes toward Digital-Game-Based Language Learning (2022)Preservice Teachers’ Knowledg…Kahoot, is it fun or unfun? Gamifying vocabulary learning to boost exam scores, engagement, and motivation (2022)Kahoot, is it fun or unfun? G…Students' preference for the use of gamification in virtual learning environments (2021)Students' preference for the …Incorporation of a game-based approach into the EFL online classrooms: students' perceptions (2021)Incorporation of a game-based…Game-Based Digital Quiz as a Tool for Improving Students’ Engagement and Learning in Online Lectures (2021)Game-Based Digital Quiz as a …An Analysis of Game Design Elements Used in Digital Game-Based Language Learning (2021)An Analysis of Game Design El…A meta-analysis on the influence of gamification in formal educational settings on affective and behavioral outcomes (2021)A meta-analysis on the influe…A literature review on the influence of Kahoot! On learning outcomes, interaction, and collaboration (2021)A literature review on the in…Effects of games on students’ emotions of learning science and achievement in chemistry (2020)Effects of games on students’…Kahoot! In an EFL Reading Class (2019)Kahoot! In an EFL Reading Cla…Improving ESL Learners’ Grammar with Gamified-Learning (2019)Improving ESL Learners’ Gramm…Gamifying the flipped classroom: how to motivate Chinese ESL learners? (2019)Gamifying the flipped classro…Investigation of the effects of an online instant response system on students in a middle school of a rural area (2018)Investigation of the effects …Evaluating a tactile and a tangible multi-tablet gamified quiz system for collaborative learning in primary education (2018)Evaluating a tactile and a ta…The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1956)Thought and language (1962)Experiential Learning : Experience as the Source of Learning and Development (1983)Serious Games : An Overview (2007)EGameFlow: A scale to measure learners’ enjoyment of e-learning games (2008)Serious games as new educational tools: how effective are they? 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(2000)From game design elements to gamefulness (2011)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)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Teacher Efficacy: Its Meaning and Measure (1998)Student engagement with school: Critical conceptual and methodological issues of the construct (2008)Classroom emotional climate, student engagement, and academic achievement. (2012)Early Social-Emotional Functioning and Public Health: The Relationship Between Kindergarten Social Competence and Future Wellness (2015)A Theory of Social Comparison Processes (1954)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)Statistical principles in experimental design. (1962)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Designing effective instruction (2004)Factors Influencing Adult Learners' Decision to Drop Out or Persist in Online Learning (2009)Emotional design in multimedia learning. (2011)Self-Efficacy: The Exercise of Control (1999)Stichwort: Professionelle Kompetenz von Lehrkräften (2006)Implications for educational practice of the science of learning and development (2019)From expectancy-value theory to situated expectancy-value theory: A developmental, social cognitive, and sociocultural perspective on motivation (2020)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Leaving College: Rethinking the Causes and Cures of Student Attrition (1988)How College Affects Students (1992)How College Affects Students: A Third Decade of Research (2005)What Matters to Student Success: A Review of the Literature (2006)What Student Affairs Professionals Need to Know About Student Engagement (2009)Student engagement literature review (2010)Why students become more engaged or more disengaged during the semester: A self-determination theory dual-process model (2016)PISA 2018 Assessment and Analytical Framework (2019)Mapping research in student engagement and educational technology in higher education: a systematic evidence map (2020)
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References

  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification5,197 cited
  • 2006The Four-Phase Model of Interest Development4,692 cited
  • 1987Development and use of the ARCS model of instructional design2,332 cited
  • 2004Relationships Matter: Linking Teacher Support to Student Engagement and Achievement2,028 cited
  • 2013Gamifying learning experiences: Practical implications and outcomes2,013 cited
  • 2014Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance1,927 cited
  • 2006Student Engagement and Student Learning: Testing the Linkages*1,786 cited
  • 2012A Self-determination Theory Perspective on Student Engagement1,648 cited
  • 2005Digital game-based learning: Towards an experiential gaming model1,456 cited
  • 2002Cognitive Test Anxiety and Academic Performance1,314 cited
  • 2014Developing a Theory of Gamified Learning915 cited
  • 2012A social gamification framework for a K-6 learning platform854 cited
  • 2004The Next Generation of Educational Engagement642 cited
  • 2008Relationships Between Game Attributes and Learning Outcomes

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525 cited
  • 2006Classroom Response Systems: A Review of the Literature525 cited
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