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Educational Analytics
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Educational Analytics (2018)Educational AnalyticsWhat's the Point?: A Review of Reward Systems Implemented in Gamification Interventions (2016)What's the Point?: A Review o…Using gamification to develop academic writing skills in dental undergraduate students (2016)Using gamification to develop…Importance of Gamification in Increasing Learning (2016)Importance of Gamification in…Gamification and Multimedia for Medical Education: A Landscape Review (2016)Gamification and Multimedia f…Gamification and Adherence to Web-Based Mental Health Interventions: A Systematic Review (2016)Gamification and Adherence to…Gamification: An Innovative Teaching-Learning Strategy for the Digital Nursing Students in a Community Health Nursing Course. 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A systematic review (2017)Gamification in Apps and Technologies for Improving Mental Health and Well-Being: Systematic Review (2019)Generational Influences in Academic Emergency Medicine: Teaching and Learning, Mentoring, and Technology (Part I) (2011)The Challenges and Opportunities of Teaching “Generation Y” (2011)A User-Centered Theoretical Framework for Meaningful Gamification (2012)Gamification in Action: Theoretical and Practical Considerations for Medical Educators (2018)Benefits of gamification in medical education (2022)Game-based learning in medical education (2023)The Gamification of Learning and Instruction Fieldbook: Ideas into Practice (2013)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Gamification in theory and action: A survey (2014)Main gamification concepts: A systematic mapping study (2019)Gamification in tourism and hospitality research in the era of digital platforms: a systematic literature review (2021)Using gamification to support learning in K‐12 education: A systematic literature review (2023)Mind in Society: The Development of Higher Psychological Processes (1978)Situated Learning (1991)Situated Learning: Legitimate Peripheral Participation. (1994)Serious Games in Health Professions Education: Review of Trends and Learning Efficacy (2019)A Worldwide Journey through Distance Education—From the Post Office to Virtual, Augmented and Mixed Realities, and Education during the COVID-19 Pandemic (2021)Student Perception and the Effectiveness of Kahoot!: A Scoping Review in Histology, Anatomy, and Medical Education (2021)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Counterproductive effects of gamification: An analysis on the example of the gamified task manager Habitica (2018)Walking for fun or for “likes”? The impacts of different gamification orientations of fitness apps on consumers’ physical activities (2018)Can gamification increases consumers’ engagement in fitness apps? The moderating role of commensurability of the game elements (2020)The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Benefits of an Escape Room as a Novel Educational Activity for Radiology Residents (2019)Implicaciones de la gamificación en Educación Superior: una revisión sistemática sobre la percepción del estudiante (2021)A systematic literature review of game-based learning in Artificial Intelligence education (2022)Cochrane Handbook for Systematic Reviews of Interventions (2008)From game design elements to gamefulness (2011)Effect of a Game-Based Intervention Designed to Enhance Social Incentives to Increase Physical Activity Among Families (2017)Gamification as an approach to improve resilience and reduce attrition in mobile mental health interventions: A randomized controlled trial (2020)Critical Thinking Skills of Nursing Students in Lecture-Based Teaching and Case-Based Learning (2011)Assessment of educational games for health professions: A systematic review of trends and outcomes (2015)Developing Cognitive Skills Through Active Learning: A Systematic Review of Health Care Professions (2019)
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References

  • 2013Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers531 cited
  • 2014Gamification as a tool for enhancing graduate medical education286 cited
  • 2016Gamification and Multimedia for Medical Education: A Landscape Review222 cited
  • 2015An Introduction to Gamification: Adding Game Elements for Engagement186 cited
  • 2016Gamification and Adherence to Web-Based Mental Health Interventions: A Systematic Review178 cited
  • 2014I PLAY AT WORK—ten principles for transforming work processes through gamification167 cited
  • 2016What's the Point?: A Review of Reward Systems Implemented in Gamification Interventions156 cited
  • 2016Importance of Gamification in Increasing Learning153 cited
  • 2007How gaming is used as an innovative strategy for nursing education.116 cited
  • 2013Designing Attractive Gamification Features for Collaborative Storytelling Websites100 cited
  • 2015Gamification: An Innovative Teaching-Learning Strategy for the Digital Nursing Students in a Community Health Nursing Course.93 cited
  • 2015Digital Literacy in the Medical Curriculum: A Course With Social Media Tools and Gamification86 cited
  • 2014The Use of Gamification to Boost Residents’ Engagement in Simulation Training84 cited
  • 2016Using gamification to develop academic writing skills in dental undergraduate students

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82 cited
  • 2015“The Heart Game”: Using Gamification as Part of a Telerehabilitation Program for Heart Patients80 cited
  • 2013Supporting Students' Learning: The Use of Formative Online Assessments67 cited
  • Cited by

    • 2020Gamification in nursing34 cited
    • 2020An escape room simulation focused on renal-impairment for prelicensure nursing students34 cited
    • 2021Gamification and education: A pragmatic approach with two examples of implementation34 cited
    • 2019“Playing for Bragging Rights”: A Qualitative Study of Students' Perceptions of Gamification32 cited
    • 2024Gamification improves learning: Experience in a training activity of computer programming in higher education30 cited