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A model of gameful design for learning using interactive tabletops: enactment and evaluation in the socio-emotional education classroom
16 references·0 citing·43 second hop
A model of gameful design for learning using interactive tabletops: enactment and evaluation in the socio-emotional education classroom (2018)A model of gameful design for learning us…Contemporary Issues in Technology and Teacher Education (2025)Contemporary Issues in Techno…Studying Gamification: The Effect of Rewards and Incentives on Motivation (2014)Studying Gamification: The Ef…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…From Game Design Elements to Gamefulness: Defining “Gamification” (2011)From Game Design Elements to …From game design elements to gamefulness (2011)From game design elements to …Problem-Based Learning (2007)Problem-Based LearningDigital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. (2006)Digital Game-Based Learning: …Problem-Based Learning: What and How Do Students Learn? (2004)Problem-Based Learning: What …Games, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…SOCIAL CONSTRUCTIVIST PERSPECTIVES ON TEACHING AND LEARNING (1998)SOCIAL CONSTRUCTIVIST PERSPEC…Quantifying Qualitative Analyses of Verbal Data: A Practical Guide (1997)Quantifying Qualitative Analy…Will media influence learning? Reframing the debate (1994)Will media influence learning…Media will never influence learning (1994)Media will never influence le…Human Problem Solving (1972)Telling more than we can know: Verbal reports on mental processes. 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References

  • 2011From game design elements to gamefulness8,391 cited
  • 2004Problem-Based Learning: What and How Do Students Learn?5,247 cited
  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification5,197 cited
  • 2002Games, Motivation, and Learning: A Research and Practice Model3,211 cited
  • 2025Contemporary Issues in Technology and Teacher Education2,368 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
  • 1994Media will never influence learning1,893 cited
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  • 1998SOCIAL CONSTRUCTIVIST PERSPECTIVES ON TEACHING AND LEARNING1,565 cited
  • 2011From Game Design Elements to Gamefulness: Defining “Gamification”1,340 cited
  • 2006Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless.1,172 cited
  • 1994Will media influence learning? Reframing the debate1,143 cited
  • 2014Developing a Theory of Gamified Learning915 cited
  • 2014Studying Gamification: The Effect of Rewards and Incentives on Motivation

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436 cited
  • 2007Problem-Based Learning413 cited
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