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A Review of Research on Gamification Approach in Education
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A Review of Research on Gamification Approach in Education (2018)A Review of Research on Gamification Appr…Bilimsel araştırma yöntemleri (2017)Bilimsel araştırma yöntemleriGamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy (2016)Gamification of Cognitive Ass…Gamification and student motivation (2014)Gamification and student moti…Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does Gamification Work? -- A …Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service (2013)Transforming homo economicus …Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers (2013)Gamification: What It Is and …Reality is broken: why games make us better and how they can change the world (2012)Reality is broken: why games …Defining gamification (2012)Defining gamificationBook Review: 'The Gamification of Learning and Instruction: Game-Based Methods and Strategies For Training And Education' by Karl Kapp (2012)Book Review: 'The Gamificatio…A social gamification framework for a K-6 learning platform (2012)A social gamification framewo…Gamification. using game-design elements in non-gaming contexts (2011)Gamification. using game-desi…From game design elements to gamefulness (2011)From game design elements to …Using game theory and Competition-based Learning to stimulate student motivation and performance (2010)Using game theory and Competi…Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement (2009)Preferred Reporting Items for…Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement (2009)Preferred reporting items for…Research Methods in Education (2007)Research Methods in EducationThe theory of planned behavior (1991)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)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)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Gamification in theory and action: A survey (2014)Evolving to a New Dominant Logic for Marketing (2003)Demographic differences in perceived benefits from gamification (2014)Towards understanding the effects of individual gamification elements on intrinsic motivation and performance (2015)A definition for gamification: anchoring gamification in the service marketing literature (2016)The Strengthening the Reporting of Observational Studies in Epidemiology (STROBE) Statement: Guidelines for Reporting Observational Studies (2007)The PRISMA Statement for Reporting Systematic Reviews and Meta-Analyses of Studies That Evaluate Health Care Interventions: Explanation and Elaboration (2009)The PRISMA statement for reporting systematic reviews and meta-analyses of studies that evaluate healthcare interventions: explanation and elaboration (2009)PRISMA Extension for Scoping Reviews (PRISMA-ScR): Checklist and Explanation (2018)The PRISMA 2020 statement: an updated guideline for reporting systematic reviews (2021)Improving the quality of reports of meta-analyses of randomised controlled trials: the QUOROM statement (1999)The Revised CONSORT Statement for Reporting Randomized Trials: Explanation and Elaboration (2001)The benefits of playing video games. (2013)The Digital Workforce and the Workplace of the Future (2016)Likert scales: how to (ab)use them (2004)Do entrepreneurship programmes raise entrepreneurial intention of science and engineering students? The effect of learning, inspiration and resources (2006)Un sistema de clasificación de los diseños de investigación en psicología (2013)A systematic mapping on gamification applied to education (2014)Augmented Reality and Gamification in Education: A Systematic Literature Review of Research, Applications, and Empirical Studies (2022)Gamification of e-learning in higher education: a systematic literature review (2023)The Effect of Technology Integration in Education on Prospective Teachers' Critical and Creative Thinking, Multidimensional 21st Century Skills and Academic Achievements (2020)Relationships Between the Life Satisfaction, Meaning in Life, Hope and COVID-19 Fear for Turkish Adults During the COVID-19 Outbreak (2021)The effects of the 21st century skills curriculum on the development of students’ creative thinking skills (2023)
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References

  • 2009Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement83,813 cited
  • 2009Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement63,979 cited
  • 2007Research Methods in Education23,507 cited
  • 2011From game design elements to gamefulness8,391 cited
  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification5,197 cited
  • 2012Reality is broken: why games make us better and how they can change the world2,923 cited
  • 2017Bilimsel araştırma yöntemleri2,764 cited
  • 2011Gamification. using game-design elements in non-gaming contexts2,412 cited
  • 2012Defining gamification1,155 cited
  • 2012Book Review: 'The Gamification of Learning and Instruction: Game-Based Methods and Strategies For Training And Education' by Karl Kapp1,138 cited
  • 2014Gamification and student motivation884 cited
  • 2012A social gamification framework for a K-6 learning platform854 cited
  • 2013Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service687 cited
  • 2010Using game theory and Competition-based Learning to stimulate student motivation and performance685 cited
  • 2016

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Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy
554 cited
  • 2013Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers531 cited
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