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Applying gamifications to asynchronous online discussions: A mixed methods study
16 references·16 citing·42 second hopsampled
Applying gamifications to asynchronous online discussions: A mixed methods study (2018)Applying gamifications to asynchronous on…Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does Gamification Work? -- A …The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)The Gamification of Learning …From game design elements to gamefulness (2011)From game design elements to …Designing and Conducting Mixed Methods Research (2010)Designing and Conducting Mixe…Educational Research: Quantitative, Qualitative, and Mixed Approaches (2007)Educational Research: Quantit…Designing and Conducting Mixed Methods Research (2007)Designing and Conducting Mixe…A General Inductive Approach for Analyzing Qualitative Evaluation Data (2006)A General Inductive Approach …Overview of self-determination theory: An organismic-dialectical perspective. (2002)Overview of self-determinatio…Critical thinking, cognitive presence, and computer conferencing in distance education (2001)Critical thinking, cognitive …Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Intrinsic and Extrinsic Motiv…Critical Inquiry in a Text-Based Environment: Computer Conferencing in Higher Education (1999)Critical Inquiry in a Text-Ba…Situated Learning: Legitimate Peripheral Participation. (1994)Situated Learning: Legitimate…Facilitating Internalization: The Self‐Determination Theory Perspective (1994)Facilitating Internalization:…Extrinsic and Intrinsic Motivation to Use Computers in the Workplace 1 (1992)Extrinsic and Intrinsic Motiv…Control and information in the intrapersonal sphere: An extension of cognitive evaluation theory. (1982)Control and information in th…Mind in Society: The Development of Higher Psychological Processes (1978)Mind in Society: The Developm…Using learning analytics to explore peer learning patterns in asynchronous gamified environments (2024)Using learning analytics to e…Self-Determination Theory and HCI Games Research: Unfulfilled Promises and Unquestioned Paradigms (2024)Self-Determination Theory and…Gamification is not Working: Why? (2024)Gamification is not Working: …Use of gamification in English learning in Higher Education: A systematic review (2023)Use of gamification in Englis…The impact of applying challenge-based gamification program on students’ learning outcomes: Academic achievement, motivation and flow (2023)The impact of applying challe…Gamification for Learning Sustainability in the Blackboard System: Motivators and Obstacles from Faculty Members’ Perspectives (2023)Gamification for Learning Sus…Gamification Equilibrium: The Fulcrum for Balanced Intrinsic Motivation and Extrinsic Rewards in Learning Systems (2023)Gamification Equilibrium: The…Game-Based Learning and Gamification in Physical Education: A Systematic Review (2023)Game-Based Learning and Gamif…It is Really Not a Game: An Integrative Review of Gamification for Service Research (2022)It is Really Not a Game: An I…How Has Gamification Within Digital Platforms Affected Self-Regulated Learning Skills During the COVID-19 Pandemic? Mixed-Methods Research (2022)How Has Gamification Within D…Gamification in education: A scientometric, content and co-occurrence analysis of systematic review and meta-analysis articles (2022)Gamification in education: A …The Effects of Gamified Flipped Learning Method on Student’s Innovation Skills, Self-Efficacy towards Virtual Physics Lab Course and Perceptions (2021)The Effects of Gamified Flipp…Analysis of the Use and Integration of the Flipped Learning Model, Project-Based Learning, and Gamification Methodologies by Secondary School Mathematics Teachers (2021)Analysis of the Use and Integ…A collaborative escape room as gamification strategy to increase learning motivation and develop curricular skills of occupational therapy students (2021)A collaborative escape room a…Evaluation of a gamification and flipped-classroom program used in teacher training: Perception of learning and outcome (2020)Evaluation of a gamification …Effects of a Gamification and Flipped-Classroom Program for Teachers in Training on Motivation and Learning Perception (2019)Effects of a Gamification and…Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)Understanding Information Technology Usage: A Test of Competing Models (1995)A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies (2000)User Acceptance of Information Technology: Toward A Unified View1 (2003)How We Think (1910)Perspectives on socially shared cognition. (1991)Media will never influence learning (1994)ASSESSING TEACHING PRESENCE IN A COMPUTER CONFERENCING CONTEXT (2001)The Theory and Practice of Online Learning (2008)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Gamification. using game-design elements in non-gaming contexts (2011)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)Naturalistic inquiry (1985)Qualitative inquiry and research design: choosing among five traditions. (1998)Educational Research: Planning, Conducting, and Evaluating Quantitative and Qualitative Research (2001)Networked privacy: How teenagers negotiate context in social media (2014)Qualitative research: deductive and inductive approaches to data analysis (2018)A Step-by-Step Process of Thematic Analysis to Develop a Conceptual Model in Qualitative Research (2023)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Motivational Beliefs, Values, and Goals (2002)Technology Acceptance Model 3 and a Research Agenda on Interventions (2008)Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions (2020)Mixed Methods Research: A Research Paradigm Whose Time Has Come (2004)Toward a Definition of Mixed Methods Research (2007)Online teaching-learning in higher education during lockdown period of COVID-19 pandemic (2020)Qualitative Content Analysis: Theoretical Background and Procedures (2014)Exploring the dimensions of nomophobia: Development and validation of a self-reported questionnaire (2015)How to Construct a Mixed Methods Research Design (2017)Bridging the Qualitative–Quantitative Divide: Guidelines for Conducting Mixed Methods Research in Information Systems1 (2013)A Concise Introduction to Mixed Methods Research (2021)Situated Cognition and the Culture of Learning (1989)Organizational Learning and Communities-of-Practice: Toward a Unified View of Working, Learning, and Innovation (1991)What Video Games Have to Teach Us about Learning and Literacy (2004)Reciprocal Teaching of Comprehension-Fostering and Comprehension-Monitoring Activities (1984)Qualitative Analysis for Social Scientists (1987)Expansive Learning at Work: Toward an activity theoretical reconceptualization (2001)
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References

  • 1978Mind in Society: The Development of Higher Psychological Processes53,480 cited
  • 1994Situated Learning: Legitimate Peripheral Participation.39,454 cited
  • 2007Designing and Conducting Mixed Methods Research23,260 cited
  • 2000Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions18,652 cited
  • 2006A General Inductive Approach for Analyzing Qualitative Evaluation Data10,845 cited
  • 2010Designing and Conducting Mixed Methods Research9,356 cited
  • 2011From game design elements to gamefulness8,391 cited
  • 1999Critical Inquiry in a Text-Based Environment: Computer Conferencing in Higher Education6,610 cited
  • 2007Educational Research: Quantitative, Qualitative, and Mixed Approaches6,383 cited
  • 1992Extrinsic and Intrinsic Motivation to Use Computers in the Workplace 16,231 cited
  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification5,197 cited
  • 2012The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education3,765 cited
  • 2002Overview of self-determination theory: An organismic-dialectical perspective.3,046 cited
  • 2001Critical thinking, cognitive presence, and computer conferencing in distance education3,043 cited

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1982
Control and information in the intrapersonal sphere: An extension of cognitive evaluation theory.
2,720 cited
  • 1994Facilitating Internalization: The Self‐Determination Theory Perspective2,623 cited
  • Cited by

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