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Gamifying Education
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Gamifying Education (2018)Gamifying EducationEnhancing User Engagement through Gamification (2016)Enhancing User Engagement thr…Digital badges in undergraduate composition courses: effects on intrinsic motivation (2015)Digital badges in undergradua…The effect of virtual achievements on student engagement (2013)The effect of virtual achieve…Digital badges in education (2013)Digital badges in educationAre badges useful in education?: it depends upon the type of badge and expertise of learner (2013)Are badges useful in educatio…The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)The Gamification of Learning …Book Review: 'The Gamification of Learning and Instruction: Game-Based Methods and Strategies For Training And Education' by Karl Kapp (2012)Book Review: 'The Gamificatio…The ‘digital natives’ debate: A critical review of the evidence (2008)The ‘digital natives’ debate:…Multiple Case Study Analysis (2005)Multiple Case Study Analysis7 Things You Should Know About...Wikis (2005)7 Things You Should Know Abou…Mixed Methods Research: A Research Paradigm Whose Time Has Come (2004)Mixed Methods Research: A Res…Extrinsic Rewards and Intrinsic Motivation in Education: Reconsidered Once Again (2001)Extrinsic Rewards and Intrins…Research Design: Qualitative and Quantitative Approaches (1996)Research Design: Qualitative …Are theories of learning necessary? (1950)Are theories of learning nece…A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. (1999)Approach and avoidance motivation and achievement goals (1999)Expectancy–Value Theory of Achievement Motivation (2000)Engaging Asian students through game mechanics: Findings from two experiment studies (2015)Learning Technology Models that Support Personalization within Blended Learning Environments in Higher Education (2020)Self-explanations: How students study and use examples in learning to solve problems (1989)Self‐Explanations: How Students Study and Use Examples in Learning to Solve Problems (1989)Eliciting self-explanations improves understanding, (1994)Gamification for Engaging Computer Science Students in Learning Activities: A Case Study (2014)“Working out for likes”: An empirical study on social influence in exercise gamification (2015)Does gamification increase engagement with online programs? A systematic review (2017)The Structure of Scientific Revolutions (1963)Case Study Research: Design and Methods (1984)Naturalistic inquiry (1985)Paradigms Lost and Pragmatism Regained (2007)Toward a Definition of Mixed Methods Research (2007)Improving Impact Studies of Teachers’ Professional Development: Toward Better Conceptualizations and Measures (2009)Experiential Learning : Experience as the Source of Learning and Development (1983)Cognitive Load During Problem Solving: Effects on Learning (1988)Digital Natives, Digital Immigrants Part 1 (2001)Digital natives: Where is the evidence? (2009)Are digital natives a myth or reality? University students’ use of digital technologies (2010)Understanding Generation Y and their use of social media: a review and research agenda (2013)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)What Adolescents Learn in Organized Youth Activities: A Survey of Self‐Reported Developmental Experiences (2003)The effects of parental involvement on students’ academic self‐efficacy, engagement and intrinsic motivation (2009)Student Motivation and Associated Outcomes: A Meta-Analysis From Self-Determination Theory (2021)Case Study As a Research Method (2007)Rigour in qualitative case-study research (2013)Education at a Glance 2021 (2021)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 Psychology of Interpersonal Relations. (1958)Cognitive Conceptions of Learning (1986)Relational frame theory: a post-Skinnerian account of human language and cognition (2001)A Phenomenological Research Design Illustrated (2004)The Delphi Method for Graduate Research (2007)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)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)
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References

  • 2004Mixed Methods Research: A Research Paradigm Whose Time Has Come11,161 cited
  • 1996Research Design: Qualitative and Quantitative Approaches7,080 cited
  • 2005Multiple Case Study Analysis4,741 cited
  • 2012The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education3,765 cited
  • 2008The ‘digital natives’ debate: A critical review of the evidence2,957 cited
  • 1950Are theories of learning necessary?1,809 cited
  • 2001Extrinsic Rewards and Intrinsic Motivation in Education: Reconsidered Once Again1,595 cited
  • 2012Book Review: 'The Gamification of Learning and Instruction: Game-Based Methods and Strategies For Training And Education' by Karl Kapp1,138 cited
  • 2013The effect of virtual achievements on student engagement497 cited
  • 2013Are badges useful in education?: it depends upon the type of badge and expertise of learner486 cited
  • 2013Digital badges in education472 cited
  • 2016Enhancing User Engagement through Gamification232 cited
  • 2015Digital badges in undergraduate composition courses: effects on intrinsic motivation89 cited
  • 20057 Things You Should Know About...Wikis49 cited

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