SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Gamify Online Courses with Tools Built into Your Learning Management System (LMS) to Enhance Self-Determined and Active Learning
16 references·5 citing·30 second hop
Gamify Online Courses with Tools Built into Your Learning Management System (LMS) to Enhance Self-Determined and Active Learning (2018)Gamify Online Courses with Tools Built in…The effects of gamification-based teaching practices on student achievement and students' attitudes toward lessons (2017)The effects of gamification-b…Pros and cons gamification and gaming in classroom (2017)Pros and cons gamification an…Game-based learning and gamification in initial teacher training in the social sciences: an experiment with MinecraftEdu (2016)Game-based learning and gamif…The Model for Introduction of Gamification into E-learning in Higher Education (2015)The Model for Introduction of…Gamification in Education: A Systematic Mapping Study (2015)Gamification in Education: A …Gamification in theory and action: A survey (2014)Gamification in theory and ac…Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does Gamification Work? -- A …An empirical study comparing gamification and social networking on e-learning (2014)An empirical study comparing …Improving participation and learning with gamification (2013)Improving participation and l…The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)The Gamification of Learning …A social gamification framework for a K-6 learning platform (2012)A social gamification framewo…From Game Design Elements to Gamefulness: Defining “Gamification” (2011)From Game Design Elements to …Self-determination theory: A macrotheory of human motivation, development, and health. (2008)Self-determination theory: A …Rules of Play: Game Design Fundamentals (2003)Rules of Play: Game Design Fu…The Wiki Way: Quick Collaboration on the Web (2001)The Wiki Way: Quick Collabora…Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Self-determination theory and…Student engagement and academic achievement: the effect of gamification on case and project-based online learning (2024)Student engagement and academ…Examining the effectiveness of gamification as a tool promoting teaching and learning in educational settings: a meta-analysis (2023)Examining the effectiveness o…Can gamification enhance online learning? Evidence from a meta-analysis (2023)Can gamification enhance onli…Promoting Student Thinking and Engagement Through Question-Based and Gamified Learning (2022)Promoting Student Thinking an…Students' preference for the use of gamification in virtual learning environments (2021)Students' preference for the …Intrinsic Motivation and Self-Determination in Human Behavior (1988)The benefits of being present: Mindfulness and its role in psychological well-being. (2003)Facilitating optimal motivation and psychological well-being across life's domains. (2008)Why do people use Facebook? (2011)Motivation and cognitive load in the flipped classroom: definition, rationale and a call for research (2014)Optimizing performance through intrinsic motivation and attention for learning: The OPTIMAL theory of motor learning (2016)The theory of planned behavior (1991)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)The Gamification of Learning: a Meta-analysis (2019)What Video Games Have to Teach Us about Learning and Literacy (2004)Reality is broken: why games make us better and how they can change the world (2012)Gamifying learning experiences: Practical implications and outcomes (2013)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017)Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Society and the Adolescent Self-Image (1965)The need to belong: Desire for interpersonal attachments as a fundamental human motivation. (1995)Positive psychology: An introduction. (2000)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)Foundations of Game-Based Learning (2015)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Coordinating Expertise Among Emergent Groups Responding to Disasters (2007)The evolution, challenges, and future of knowledge representation in product design systems (2012)Wikidata (2014)Gamification for health and wellbeing: A systematic review of the literature (2016)
this work references cited by second hop

References

  • 2000Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being.54,579 cited
  • 2008Self-determination theory: A macrotheory of human motivation, development, and health.8,040 cited
  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification6,655 cited
  • 2003Rules of Play: Game Design Fundamentals5,481 cited
  • 2012The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education3,765 cited
  • 2014Gamification in theory and action: A survey2,989 cited
  • 2015Gamification in Education: A Systematic Mapping Study1,551 cited
  • 2011From Game Design Elements to Gamefulness: Defining “Gamification”1,340 cited
  • 2001The Wiki Way: Quick Collaboration on the Web1,113 cited
  • 2012A social gamification framework for a K-6 learning platform953 cited
  • 2014An empirical study comparing gamification and social networking on e-learning694 cited
  • 2015The Model for Introduction of Gamification into E-learning in Higher Education390 cited
  • 2013Improving participation and learning with gamification320 cited
  • 2017The effects of gamification-based teaching practices on student achievement and students' attitudes toward lessons320 cited

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

2016
Game-based learning and gamification in initial teacher training in the social sciences: an experiment with MinecraftEdu
235 cited
  • 2017Pros and cons gamification and gaming in classroom127 cited
  • Cited by

    • 2023Examining the effectiveness of gamification as a tool promoting teaching and learning in educational settings: a meta-analysis521 cited
    • 2021Students' preference for the use of gamification in virtual learning environments48 cited
    • 2024Student engagement and academic achievement: the effect of gamification on case and project-based online learning31 cited
    • 2023Can gamification enhance online learning? Evidence from a meta-analysis30 cited
    • 2022Promoting Student Thinking and Engagement Through Question-Based and Gamified Learning23 cited