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Gamification of health education
16 references·4 citing·47 second hop
Gamification of health education (2018)Gamification of health educationJust a Fad? Gamification in Health and Fitness Apps (2014)Just a Fad? Gamification in H…Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers (2013)Gamification: What It Is and …From Game Design Elements to Gamefulness: Defining “Gamification” (2011)From Game Design Elements to …Electronic media use and sleep in school-aged children and adolescents: A review (2010)Electronic media use and slee…Serious games : mechanisms and effects (2009)Serious games : mechanisms an…The Technologisation of Childhood? Young Children and Technology in the Home (2008)The Technologisation of Child…Online communication, compulsive internet use, and psychosocial well-being among adolescents: A longitudinal study. (2008)Online communication, compuls…Consolidated criteria for reporting qualitative research (COREQ): a 32-item checklist for interviews and focus groups (2007)Consolidated criteria for rep…Sound, Presence, and Power: “Student Voice” in Educational Research and Reform (2006)Sound, Presence, and Power: “…Appreciative Inquiry: A Positive Revolution in Change (2005)Appreciative Inquiry: A Posit…The Significance of Students: Can Increasing “Student Voice” in Schools Lead to Gains in Youth Development? (2004)The Significance of Students:…Health Promotion by Social Cognitive Means (2004)Health Promotion by Social Co…Games, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…Perceived Self-Efficacy in Cognitive Development and Functioning (1993)Perceived Self-Efficacy in Co…Researching Lived Experience: Human Science for an Action Sensitive Pedagogy (1990)Researching Lived Experience:…What makes things fun to learn? heuristics for designing instructional computer games (1980)What makes things fun to lear…Gamification, collaborative learning and transversal competences: analysis of academic performance and students’ perceptions (2025)Gamification, collaborative l…One should really be more worried about too little physical activity than injuries while walking or cycling to school. Parents’ perception of risk concerning active school transportation. (2023)One should really be more wor…Children and Young People’s Involvement in Designing Applied Games: Scoping Review (2023)Children and Young People’s I…Results of a postural education program, with a gamified intervention vs traditional intervention (2021)Results of a postural educati…The International Classification of Sleep Disorders (1991)Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature (2001)The influence of sleep quality, sleep duration and sleepiness on school performance in children and adolescents: A meta-analytic review (2010)Screen time and sleep among school-aged children and adolescents: A systematic literature review (2014)Relationship of smartphone use severity with sleep quality, depression, and anxiety in university students (2015)Two new Later Stone Age sites from the Final Pleistocene in the Falémé Valley, eastern Senegal (2024)Sister Outsider: Essays and Speeches (1984)Teaching to transgress: education as the practice of freedom (1995)From voice to agency: Guiding principles for participatory action research with youth (2009)The New Meaning of Educational Change (2010)Effects of student participation in decision making at school. A systematic review and synthesis of empirical research (2011)How universities can enhance student mental wellbeing: the student perspective (2019)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)A social-cognitive approach to motivation and personality. (1988)A Theory of Goal Setting and Task Performance (1991)Self-Efficacy Beliefs in Academic Settings (1996)Teacher efficacy: capturing an elusive construct (2001)Self-Efficacy: The Exercise of Control (1999)Social Cognitive Theory of Mass Communication (2001)Social Cognitive Theory: An Agentic Perspective (2001)Toward a Psychology of Human Agency (2006)How big is the physical activity intention–behaviour gap? A meta‐analysis using the action control framework (2013)The Extended Transportation-Imagery Model: A Meta-Analysis of the Antecedents and Consequences of Consumers' Narrative Transportation (2013)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Intrinsic Motivation and Self-Determination in Human Behavior (1985)A systematic literature review of empirical evidence on computer games and serious games (2012)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)The Gamification of Learning: a Meta-analysis (2019)Handbook of Qualitative Research (1994)Meta-analysis of Observational Studies in Epidemiology A Proposal for Reporting (2000)The Strengthening the Reporting of Observational Studies in Epidemiology (STROBE) Statement: Guidelines for Reporting Observational Studies (2007)Content analysis and thematic analysis: Implications for conducting a qualitative descriptive study (2013)Standards for Reporting Qualitative Research (2014)Thematic Analysis (2017)Basics of qualitative research : techniques and procedures for developing grounded theory (1998)Qualitative content analysis in nursing research: concepts, procedures and measures to achieve trustworthiness (2003)A General Inductive Approach for Analyzing Qualitative Evaluation Data (2006)Gamification for health and wellbeing: A systematic review of the literature (2016)Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017)Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)From game design elements to gamefulness (2011)The benefits of playing video games. (2013)Foundations of Game-Based Learning (2015)Psychological science in a postmodern context. (2001)Positive Organizational Scholarship (2006)A multidimensional approach to measuring well-being in students: Application of the PERMA framework (2014)
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References

  • 2007Consolidated criteria for reporting qualitative research (COREQ): a 32-item checklist for interviews and focus groups44,622 cited
  • 1990Researching Lived Experience: Human Science for an Action Sensitive Pedagogy11,355 cited
  • 1993Perceived Self-Efficacy in Cognitive Development and Functioning8,321 cited
  • 2004Health Promotion by Social Cognitive Means7,860 cited
  • 2002Games, Motivation, and Learning: A Research and Practice Model3,480 cited
  • 2010Electronic media use and sleep in school-aged children and adolescents: A review1,414 cited
  • 2011From Game Design Elements to Gamefulness: Defining “Gamification”1,340 cited
  • 2006Sound, Presence, and Power: “Student Voice” in Educational Research and Reform980 cited
  • 2005Appreciative Inquiry: A Positive Revolution in Change953 cited
  • 2009Serious games : mechanisms and effects841 cited
  • 1980What makes things fun to learn? heuristics for designing instructional computer games785 cited
  • 2013Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers583 cited
  • 2004The Significance of Students: Can Increasing “Student Voice” in Schools Lead to Gains in Youth Development?563 cited
  • 2008Online communication, compulsive internet use, and psychosocial well-being among adolescents: A longitudinal study.

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562 cited
  • 2014Just a Fad? Gamification in Health and Fitness Apps535 cited
  • 2008The Technologisation of Childhood? Young Children and Technology in the Home352 cited
  • Cited by

    • 2025Gamification, collaborative learning and transversal competences: analysis of academic performance and students’ perceptions30 cited
    • 2021Results of a postural education program, with a gamified intervention vs traditional intervention23 cited
    • 2023Children and Young People’s Involvement in Designing Applied Games: Scoping Review22 cited
    • 2023One should really be more worried about too little physical activity than injuries while walking or cycling to school. Parents’ perception of risk concerning active school transportation.3 cited