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Motivational Influences for Higher Education (HE) Students
16 references·0 citing·52 second hopsampled
Motivational Influences for Higher Education (HE) Students (2018)Motivational Influences for Higher Educat…Teachers’ Attitude towards and Actual Use of Gamification (2016)Teachers’ Attitude towards an…Playing seriously – How gamification and social cues influence bank customers to use gamified e-business applications (2016)Playing seriously – How gamif…Game on: The gamification of the pharmacy classroom (2016)Game on: The gamification of …A theory of work gamification: Something old, something new, something borrowed, something cool? (2016)A theory of work gamification…Using Gamification to Enhance Second Language Learning. (2015)Using Gamification to Enhance…Increasing Student Intrinsic Motivation And Self-Efficacy Through Gamification Pedagogy (2014)Increasing Student Intrinsic …Gamification in software engineering – A systematic mapping (2014)Gamification in software engi…Demographic differences in perceived benefits from gamification (2014)Demographic differences in pe…An Empirical Test of the Theory of Gamified Learning (2014)An Empirical Test of the Theo…A systematic mapping on gamification applied to education (2014)A systematic mapping on gamif…Understanding the Complexity of Becoming a Teacher Educator: Experience, belonging, and practice within a professional learning community (2012)Understanding the Complexity …Toward a Taxonomy Linking Game Attributes to Learning (2012)Toward a Taxonomy Linking Gam…From game design elements to gamefulness (2011)From game design elements to …Communities of Practice and Social Learning Systems: the Career of a Concept (2010)Communities of Practice and S…Reconceptualizing Teacher Educator Knowledge as Tensions: Exploring the tension between valuing and reconstructing experience (2007)Reconceptualizing Teacher Edu…The new dynamics of strategy: Sense-making in a complex and complicated world (2003)The new dynamics of strategy:…Mind in Society: The Development of Higher Psychological Processes (1978)Situated Learning (1991)Situated Learning: Legitimate Peripheral Participation. 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A method for engineering gamified software (2017)The Dark Side of Gamification: An Overview of Negative Effects of Gamification in Education (2018)The effect of challenge-based gamification on learning: An experiment in the context of statistics education (2020)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)What video games have to teach us about learning and literacy (2003)What Video Games Have to Teach Us about Learning and Literacy (2004)Using gamification to support learning English as a second language: a systematic review (2019)Tailored gamification: A review of literature (2020)Virtual reality and gamification in education: a systematic review (2024)The Art of the Long View: Planning for the Future in an Uncertain World (1996)A thousand years of nonlinear history (1998)Complex Responsive Processes in Organizations: Learning and Knowledge Creation (2001)Making Sense of Sensemaking 1: Alternative Perspectives (2006)Using Programme Theory to Evaluate Complicated and Complex Aspects of Interventions (2008)Defining, researching and struggling for water justice: some conceptual building blocks for research and action (2014)Motivation in Education: Theory, Research, and Applications (1995)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)4 What Is Web 2.0? Design Patterns and Business Models for the Next Generation of Software (2012)Effect of Gamification on students’ motivation and learning achievement in Second Language Acquisition within higher education: a literature review 2011-2019 (2020)Role of gamification in classroom teaching: Pre-service teachers’ view (2020)Exploring a Gamified Learning Tool in the ESL Classroom: The Case of Quizizz (2021)Self-efficacy: the exercise of control (1997)Self-Efficacy: The Exercise of Control (1999)Overcoming the novelty effect in online gamified learning systems: An empirical evaluation of student engagement and performance (2019)Active and Emerging Methodologies for Ubiquitous Education: Potentials of Flipped Learning and Gamification (2020)Using Design-Science Based Gamification to Improve Organizational Security Training and Compliance (2020)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)The theory of planned behavior (1991)Do badges increase user activity? A field experiment on the effects of gamification (2015)The effect of gamification on motivation and engagement (2017)What Is eSports and Why Do People Watch It? (2017)A theory of goal setting & task performance (1990)The role of deliberate practice in the acquisition of expert performance. (1993)Gamification in Action: Theoretical and Practical Considerations for Medical Educators (2018)Implementing a theory-driven gamification model in higher education flipped courses: Effects on out-of-class activity completion and quality of artifacts (2018)Gamification in the classroom: Examining the impact of gamified quizzes on student learning (2019)
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References

  • 2011From game design elements to gamefulness8,391 cited
  • 2010Communities of Practice and Social Learning Systems: the Career of a Concept1,348 cited
  • 2003The new dynamics of strategy: Sense-making in a complex and complicated world1,215 cited
  • 2014Demographic differences in perceived benefits from gamification840 cited
  • 2014A systematic mapping on gamification applied to education428 cited
  • 2012Toward a Taxonomy Linking Game Attributes to Learning393 cited
  • 2014Gamification in software engineering – A systematic mapping387 cited
  • 2014An Empirical Test of the Theory of Gamified Learning363 cited
  • 2015Using Gamification to Enhance Second Language Learning.309 cited
  • 2014Increasing Student Intrinsic Motivation And Self-Efficacy Through Gamification Pedagogy258 cited
  • 2012Understanding the Complexity of Becoming a Teacher Educator: Experience, belonging, and practice within a professional learning community210 cited
  • 2016A theory of work gamification: Something old, something new, something borrowed, something cool?203 cited
  • 2016Playing seriously – How gamification and social cues influence bank customers to use gamified e-business applications184 cited
  • 2007Reconceptualizing Teacher Educator Knowledge as Tensions: Exploring the tension between valuing and reconstructing experience

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182 cited
  • 2016Game on: The gamification of the pharmacy classroom163 cited
  • 2016Teachers’ Attitude towards and Actual Use of Gamification140 cited
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