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Exploring the world through small green steps
12 references·1 citing·54 second hopsampled
Exploring the world through small green steps (2018)Exploring the world through small green s…Does parental support influence children's active school travel? (2017)Does parental support influen…Gamification of active travel to school: A pilot evaluation of the Beat the Street physical activity intervention (2016)Gamification of active travel…A gamification framework for the long-term engagement of smart citizens (2016)A gamification framework for …Using gamification to incentivize sustainable urban mobility (2015)Using gamification to incenti…Learning healthy lifestyles through active videogames, motor games and the gamification of educational activities (2015)Learning healthy lifestyles t…The FIT Game: preliminary evaluation of a gamification approach to increasing fruit and vegetable consumption in school (2014)The FIT Game: preliminary eva…Saving energy in an office environment: A serious game intervention (2014)Saving energy in an office en…Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does Gamification Work? -- A …Greenify (2013)GreenifyTRIPZOOM: a System to Motivate Sustainable Urban Mobility (2012)TRIPZOOM: a System to Motivat…Children’s travel behaviour and its health implications (2012)Children’s travel behaviour a…Learning principles and interaction design for ‘Green My Place’: A massively multiplayer serious game (2011)Learning principles and inter…Using ClassCraft to Improve Primary School Students’ Knowledge and Interest in Sustainable Mobility (2021)Using ClassCraft to Improve P…Augmented Learning: Research and Design of Mobile Educational Games (2008)Evaluation of a pervasive game for domestic energy engagement among teenagers (2009)A systematic literature review of empirical evidence on computer games and serious games (2012)Developing a gamified mobile application to encourage sustainable energy use in the office (2018)Using a serious game to communicate risk and minimize psychological distance regarding environmental pollution (2019)‘Go with the flow’ for gamification and sustainability marketing (2021)One False Move...: A Study of Children's Independent Mobility (1991)Gender differences in children's pathways to independent mobility (2008)Children's active travel and independent mobility in four countries: Development, social contributing trends and measures (2011)Walking School Buses as a Form of Active Transportation for Children—A Review of the Evidence (2015)Walking, cycling and the urban form: A Heckman selection model of active travel mode and distance by young adolescents (2016)What predicts children's active transport and independent mobility in disadvantaged neighborhoods? (2017)The theory of planned behavior (1991)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)Single-Case Experimental Designs (1985)Rules of Play: Game Design Fundamentals (2003)Fundamentals of game design (2010)Gamification, quantified-self or social networking? Matching users’ goals with motivational technology (2018)Can games change children’s eating behaviour? A review of gamification and serious games (2019)Gamification in tourism and hospitality research in the era of digital platforms: a systematic literature review (2021)Schedules of reinforcement. (1957)A Pattern Language (1977)What Video Games Have to Teach Us about Learning and Literacy (2004)Cardiovascular physiology predicts learning effects in a serious game activity (2012)A Design Science Approach To Gamify Education: From Games To Platforms (2015)An IoT-Based Gamified Approach for Reducing Occupants’ Energy Wastage in Public Buildings (2018)The Equivalence of Weighted Kappa and the Intraclass Correlation Coefficient as Measures of Reliability (1973)Proceedings of the SIGCHI conference on Human factors in computing systems - CHI '85 (1985)The motivation of children to play an active video game (2007)A systematic review of gamification techniques applied to elderly care (2020)Gamification for educational purposes: What are the factors contributing to varied effectiveness? (2021)Using gamification to support learning in K‐12 education: A systematic literature review (2023)The sustainable mobility paradigm (2007)Exploring gamification to support manufacturing education on industry 4.0 as an enabler for innovation and sustainability (2018)Gamification design to foster stakeholder engagement and behavior change: An application to urban freight transport (2018)Game on! A state-of-the-art overview of doing business with gamification (2023)Tailoring Health Messages: Customizing Communication With Computer Technology (1999)Active school transport, physical activity levels and body weight of children and youth: A systematic review (2008)Gamification in transport interventions: Another way to improve travel behavioural change (2018)Interventions promoting active transport to school in children: A systematic review and meta-analysis (2019)The Effects of mHealth-Based Gamification Interventions on Participation in Physical Activity: Systematic Review (2022)Gamification. using game-design elements in non-gaming contexts (2011)Changing the game: a case for gamifying knowledge management (2017)Automatic generation and recommendation of personalized challenges for gamification (2020)Internet-of-Gamification: A Review of Literature on IoT-enabled Gamification for User Engagement (2021)Perceptions about the local neighborhood and walking and cycling among children (2003)AN ECOLOGICAL APPROACH TO CREATING ACTIVE LIVING COMMUNITIES (2005)Parental barriers to active commuting to school in children: does parental gender matter? (2018)Children’s Active School Travel: Examining the Combined Perceived and Objective Built-Environment Factors from Space Syntax (2021)Active School Commuting in School Children: A Narrative Review of Current Evidence and Future Research Implications (2023)
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References

  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification5,197 cited
  • 2014Saving energy in an office environment: A serious game intervention169 cited
  • 2014The FIT Game: preliminary evaluation of a gamification approach to increasing fruit and vegetable consumption in school155 cited
  • 2015Learning healthy lifestyles through active videogames, motor games and the gamification of educational activities155 cited
  • 2015Using gamification to incentivize sustainable urban mobility154 cited
  • 2016Gamification of active travel to school: A pilot evaluation of the Beat the Street physical activity intervention106 cited
  • 2012Children’s travel behaviour and its health implications97 cited
  • 2016A gamification framework for the long-term engagement of smart citizens61 cited
  • 2017Does parental support influence children's active school travel?53 cited
  • 2011Learning principles and interaction design for ‘Green My Place’: A massively multiplayer serious game52 cited
  • 2013Greenify34 cited
  • 2012TRIPZOOM: a System to Motivate Sustainable Urban Mobility25 cited

Cited by

  • 2021Using ClassCraft to Improve Primary School Students’ Knowledge and Interest in Sustainable Mobility28 cited

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