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Gamify
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Gamify (2016)GamifyThe Impact of In-Classroom Non-Digital Game-Based Learning Activities on Students Transitioning to Higher Education (2023)The Impact of In-Classroom No…Application of artificial intelligence in adaptation of gamification in education: A literature review (2023)Application of artificial int…Improving Inclusivity of Digitalization for Employees in Emerging Countries Using Gamification (2022)Improving Inclusivity of Digi…Didactic Strategy Mediated by Games in the Teaching of Mathematics in First-Year Engineering Students (2022)Didactic Strategy Mediated by…Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING) (2021)Conceptual Ambiguity Surround…Goldilocks conditions for workplace gamification: how narrative persuasion helps manufacturing workers create self-directed behaviors (2020)Goldilocks conditions for wor…Interactive Gamification Learning Media Application For Blind Children Using Android Smartphone in Indonesia (2019)Interactive Gamification Lear…Gamification inducing creative ideation: a parallel mediation model (2019)Gamification inducing creativ…An interdisciplinary perspective on gamification: Mechanics, psychological mediators and outcomes (2019)An interdisciplinary perspect…SpokeIt (2018)SpokeItOyunlaştırma, Eğitim ve Kuramsal Yaklaşımlar: Öğrenme Süreçlerinde Motivasyon, Adanmışlık ve Sürdürebilirlik (2018)Oyunlaştırma, Eğitim ve Kuram…Digital Natives, Digital Immigrants Part 1 (2001)From game design elements to gamefulness (2011)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Use of Digital Games in Writing Education: An Action Research on Gamification (2019)The effect of gamification on young mathematics learners’ achievements and attitudes (2021)Turizm Eğitiminde Oyunlaştırma ve Simülasyon Temelli Deneyimsel Öğrenmenin Kuramsal Temelleri ve Örnek Uygulamalar (2026)Serious Games (1970)The Effectiveness of Games for Educational Purposes: A Review of Recent Research (1992)Reality is broken: why games make us better and how they can change the world (2012)The Role of Emotions in Marketing (1999)Gamification in Software Engineering: A Tertiary Study (2019)From Elements to Structures: An Agenda for Organisational Gamification (2020)Gamification and SQL (2020)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives (1999)Common method biases in behavioral research: A critical review of the literature and recommended remedies. (2003)A Reliability Generalization Meta-Analysis of Runco Ideational Behavior Scale (2021)The potential and constraint of work gamification for employees’ creative performance (2022)Gamification of Education: A Review of Literature (2014)Gamification in Education: A Systematic Mapping Study (2015)How to Use Game Elements to Enhance Learning: Applications of the Theory of Gamified Learning (2017)The Development of Interactive Multimedia Using Lectora Inspire Application in Arabic Language Learning (2019)Game-Based Learning for Learners With Disabilities—What Is Next? A Systematic Literature Review From the Activity Theory Perspective (2022)Media Video Pembelajaran Tri Hita Karana Untuk Meningkatkan Daya Serap Siswa Kelas V Sekolah Dasar (2022)The Reflective Practitioner: How Professionals Think in Action (1985)The theory of planned behavior (1991)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Digital game-based learning (2003)Therapeutic use of serious games in mental health: scoping review (2022)The Use of Gamification in the Self-Management of Patients With Chronic Diseases: Scoping Review (2023)The Effect of AI Gamification on Students’ Engagement and Academic Achievement in Malaysia: SEM Analysis Perspectives (2025)A theory of human motivation. (1943)The Discovery of Grounded Theory (2017)Digital Natives, Digital Immigrants Part 2: Do They Really Think Differently? (2001)What video games have to teach us about learning and literacy (2003)Procedures for Performing Systematic Reviews (2004)Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps (2011)The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)The role and scope of gamification in education: A scientometric literature review (2025)
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Cited by

  • 2021Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING)87 cited
  • 2019Interactive Gamification Learning Media Application For Blind Children Using Android Smartphone in Indonesia79 cited
  • 2023Application of artificial intelligence in adaptation of gamification in education: A literature review76 cited
  • 2018Oyunlaştırma, Eğitim ve Kuramsal Yaklaşımlar: Öğrenme Süreçlerinde Motivasyon, Adanmışlık ve Sürdürebilirlik52 cited
  • 2019An interdisciplinary perspective on gamification: Mechanics, psychological mediators and outcomes51 cited
  • 2023The Impact of In-Classroom Non-Digital Game-Based Learning Activities on Students Transitioning to Higher Education35 cited
  • 2018SpokeIt35 cited
  • 2019Gamification inducing creative ideation: a parallel mediation model33 cited
  • 2020Goldilocks conditions for workplace gamification: how narrative persuasion helps manufacturing workers create self-directed behaviors31 cited
  • 2022Didactic Strategy Mediated by Games in the Teaching of Mathematics in First-Year Engineering Students29 cited
  • 2022Improving Inclusivity of Digitalization for Employees in Emerging Countries Using Gamification16 cited

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