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Design Case: Implementing Gamification with ARCS to Engage Digital Natives
16 references·0 citing·44 second hop
Design Case: Implementing Gamification with ARCS to Engage Digital Natives (2019)Design Case: Implementing Gamification wi…Gamification for Engaging Computer Science Students in Learning Activities: A Case Study (2014)Gamification for Engaging Com…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…The digital natives as learners: Technology use patterns and approaches to learning (2013)The digital natives as learne…Gamifying learning experiences: Practical implications and outcomes (2013)Gamifying learning experience…Digital Natives, Digital Immigrants (2012)Digital Natives, Digital Immi…From game design elements to gamefulness (2011)From game design elements to …Are digital natives a myth or reality? University students’ use of digital technologies (2010)Are digital natives a myth or…Analysing Qualitative Data: More Than 'Identifying Themes' (2009)Analysing Qualitative Data: M…Grown Up Digital: How the Net Generation is Changing Your World HC (2008)Grown Up Digital: How the Net…The Four-Phase Model of Interest Development (2006)The Four-Phase Model of Inter…Interest: A unique motivational variable (2006)Interest: A unique motivation…Self‐determination theory and work motivation (2005)Self‐determination theory and…A motivational perspective on the relation between mental effort and performance: Optimizing learner involvement in instruction (2005)A motivational perspective on…Learner motivation and E-learning design: A multinationally validated process (2004)Learner motivation and E-lear…Toward constructivism for adult learners in online learning environments (2002)Toward constructivism for adu…Seven Principles for Good Practice in Undergraduate Education (1989)Seven Principles for Good Pra…Education and Identity (1969)Forms of Intellectual and Ethical Development in the College Years; A Scheme (1970)Designing Groupwork: Strategies for the Heterogeneous Classroom (1986)Inverting the Classroom: A Gateway to Creating an Inclusive Learning Environment (2000)What drives a successful e-Learning? An empirical investigation of the critical factors influencing learner satisfaction (2007)Framing student engagement in higher education (2011)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Rules of Play: Game Design Fundamentals (2003)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Gamification in theory and action: A survey (2014)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)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)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-Efficacy: The Exercise of Control (1999)Psychological flexibility as a fundamental aspect of health (2010)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)Self-efficacy: Toward a unifying theory of behavioral change. 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(2012)The myths of the digital native and the multitasker (2017)Digital transformation in German higher education: student and teacher perceptions and usage of digital media (2018)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Job Engagement: Antecedents and Effects on Job Performance (2010)Getting to the “COR” (2014)Self-Determination Theory in Work Organizations: The State of a Science (2017)Flow: The Psychology of Optimal Experience (1991)The Gamification of Learning: a Meta-analysis (2019)Net generation or Digital Natives: Is there a distinct new generation entering university? (2009)Why people use social networking sites: An empirical study integrating network externalities and motivation theory (2011)Connected Learning: An Agenda for Research and Design (2013)Scratch (2009)Covid-19 pandemic and online learning: the challenges and opportunities (2020)
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References

  • 2011From game design elements to gamefulness11,928 cited
  • 2005Self‐determination theory and work motivation9,093 cited
  • 2012Digital Natives, Digital Immigrants7,107 cited
  • 2006The Four-Phase Model of Interest Development5,428 cited
  • 1989Seven Principles for Good Practice in Undergraduate Education4,848 cited
  • 2013Gamifying learning experiences: Practical implications and outcomes2,410 cited
  • 2014Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance2,383 cited
  • 2010Are digital natives a myth or reality? University students’ use of digital technologies1,061 cited
  • 2008Grown Up Digital: How the Net Generation is Changing Your World HC885 cited
  • 2006Interest: A unique motivational variable729 cited
  • 2002Toward constructivism for adult learners in online learning environments698 cited
  • 2013The digital natives as learners: Technology use patterns and approaches to learning557 cited
  • 2014Gamification for Engaging Computer Science Students in Learning Activities: A Case Study545 cited
  • 2004Learner motivation and E-learning design: A multinationally validated process535 cited
  • 2009

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Analysing Qualitative Data: More Than 'Identifying Themes'
506 cited
  • 2005A motivational perspective on the relation between mental effort and performance: Optimizing learner involvement in instruction454 cited
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