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Why Should I Play This Game? The Role of Motivation in Smart Pedagogy
16 references·3 citing·44 second hop
Why Should I Play This Game? The Role of Motivation in Smart Pedagogy (2018)Why Should I Play This Game? The Role of …Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does Gamification Work? -- A …From game design elements to gamefulness (2011)From game design elements to …The ‘digital natives’ debate: A critical review of the evidence (2008)The ‘digital natives’ debate:…Technological Pedagogical Content Knowledge: A Framework for Teacher Knowledge (2006)Technological Pedagogical Con…Learning Styles and Learning Spaces: Enhancing Experiential Learning in Higher Education (2005)Learning Styles and Learning …Language and Thought of the Child (2005)Language and Thought of the C…Educating the Net Generation (2005)Educating the Net GenerationRules of Play: Game Design Fundamentals (2003)Rules of Play: Game Design Fu…Nine Ways to Reduce Cognitive Load in Multimedia Learning (2003)Nine Ways to Reduce Cognitive…Digital game-based learning (2003)Digital game-based learningDigital Natives, Digital Immigrants Part 2: Do They Really Think Differently? (2001)Digital Natives, Digital Immi…Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Intrinsic and Extrinsic Motiv…Learning Theories: An Educational Perspective (1991)Learning Theories: An Educati…Development and use of the ARCS model of instructional design (1987)Development and use of the AR…Principles of Instructional Design (1974)Principles of Instructional D…The Behavior of Organisms: An Experimental Analysis (1939)The Behavior of Organisms: An…Digital Transformation Stands Alongside Inclusive Education: Lessons Learned from a Project Called “Waking Up in the Morning” (2023)Digital Transformation Stands…Digital Games in Primary Education (2020)Digital Games in Primary Educ…Factors Influencing the Subjective Learning Effectiveness of Serious Games (2019)Factors Influencing the Subje…The theory of planned behavior (1991)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)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)Digital natives: Where is the evidence? (2009)Digital Natives, Digital Immigrants (2012)Digital Natives, Digital Immigrants (2013)The relationship between addictive use of social media, narcissism, and self-esteem: Findings from a large national survey (2016)Those Who Understand: Knowledge Growth in Teaching (1986)Knowledge and Teaching:Foundations of the New Reform (1987)Situated Cognition and the Culture of Learning (1989)Improving Impact Studies of Teachers’ Professional Development: Toward Better Conceptualizations and Measures (2009)Teacher Technology Change (2010)What is Technological Pedagogical Content Knowledge (TPACK)? (2013)Mental Representations: A Dual Coding Approach (1986)Generative Processes of Comprehension (1989)Multimedia Learning (2002)Cognitive Load Measurement as a Means to Advance Cognitive Load Theory (2003)Cognitive Theory of Multimedia Learning (2014)Mind in Society: The Development of Higher Psychological Processes (1978)Situated Learning: Legitimate Peripheral Participation. (1994)The Learning Way (2008)The effects of modern mathematics computer games on mathematics achievement and class motivation (2010)The Role of Leadership in a Digitalized World: A Review (2019)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)The game, the player, the world: looking for a heart of gameness (2003)Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)Serious games and the gamification of tourism (2016)The systematic design of instruction (1978)Toward a design theory of problem solving (2000)Cognitive Load Theory and Complex Learning: Recent Developments and Future Directions (2005)SOME CURRENT DIMENSIONS OF APPLIED BEHAVIOR ANALYSIS1 (1968)Approach and avoidance motivation and achievement goals (1999)The Role of Assessment in a Learning Culture (2000)
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References

  • 2000Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions18,652 cited
  • 2006Technological Pedagogical Content Knowledge: A Framework for Teacher Knowledge12,552 cited
  • 2011From game design elements to gamefulness8,391 cited
  • 2003Rules of Play: Game Design Fundamentals5,481 cited
  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification5,197 cited
  • 2005Learning Styles and Learning Spaces: Enhancing Experiential Learning in Higher Education4,977 cited
  • 1974Principles of Instructional Design4,479 cited
  • 1939The Behavior of Organisms: An Experimental Analysis4,398 cited
  • 2003Nine Ways to Reduce Cognitive Load in Multimedia Learning4,199 cited
  • 2001Digital Natives, Digital Immigrants Part 2: Do They Really Think Differently?4,031 cited
  • 1991Learning Theories: An Educational Perspective3,712 cited
  • 2003Digital game-based learning3,104 cited
  • 2008The ‘digital natives’ debate: A critical review of the evidence2,957 cited
  • 2005Language and Thought of the Child2,624 cited
  • 1987Development and use of the ARCS model of instructional design2,332 cited

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  • 2005Educating the Net Generation2,290 cited
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    • 2023Digital Transformation Stands Alongside Inclusive Education: Lessons Learned from a Project Called “Waking Up in the Morning”33 cited
    • 2020Digital Games in Primary Education32 cited
    • 2019Factors Influencing the Subjective Learning Effectiveness of Serious Games31 cited