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An Assessment of Game Elements in Language-Learning Platform Duolingo
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An Assessment of Game Elements in Language-Learning Platform Duolingo (2018)An Assessment of Game Elements in Languag…Analyzing Gamification of “Duolingo” with Focus on Its Course Structure (2016)Analyzing Gamification of “Du…Towards a Framework for Gamification Design on Crowdsourcing Systems: The G.A.M.E. Approach (2015)Towards a Framework for Gamif…Gamification in MOOC (2014)Gamification in MOOCAssessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Assessing the effects of gami…Gamification-based assessment of group work (2013)Gamification-based assessment…Reality is broken: why games make us better and how they can change the world (2012)Reality is broken: why games …An Application of Game-Refinement Theory to Mah Jong (2004)An Application of Game-Refine…Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps (2011)Gamification. using game-design elements in non-gaming contexts (2011)Get Gamification of MOOC right! (2018)One size does not fit all: Rethinking recognition system design for behaviorally heterogeneous online communities (2019)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)What Video Games Have to Teach Us about Learning and Literacy (2004)Gamification in MOOCs to enhance users' goal achievement (2017)Gamification in MOOCs: A review of the state of the art (2018)To reward and beyond: Analyzing the effect of reward-based strategies in a MOOC (2019)A Theory of Social Comparison Processes (1954)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)Assessing online collaborative learning: process and product (2003)The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)Gamifying learning experiences: Practical implications and outcomes (2013)The design and implementation of a gamified assessment (2015)A gamified peer assessment model for on-line learning environments in a competitive context (2016)Evaluating a tactile and a tangible multi-tablet gamified quiz system for collaborative learning in primary education (2018)From game design elements to gamefulness (2011)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Ocean literacy gamified: A systematic evaluation of the effect of game elements on students’ learning experience (2021)The benefits of playing video games. (2013)Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy (2016)The Digital Workforce and the Workplace of the Future (2016)RETRACTED: Capturing potential impact of challenge-based gamification on gamified quizzing in the classroom (2021)
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References

  • 2012Reality is broken: why games make us better and how they can change the world2,923 cited
  • 2014Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance1,927 cited
  • 2014Gamification in MOOC87 cited
  • 2004An Application of Game-Refinement Theory to Mah Jong78 cited
  • 2013Gamification-based assessment of group work76 cited
  • 2016Analyzing Gamification of “Duolingo” with Focus on Its Course Structure63 cited
  • 2015Towards a Framework for Gamification Design on Crowdsourcing Systems: The G.A.M.E. Approach50 cited

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