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GAMIFICATION IN HIGHER EDUCATION: EXPERIENCE OF POLAND AND UKRAINE
11 references·4 citing·44 second hop
GAMIFICATION IN HIGHER EDUCATION: EXPERIENCE OF POLAND AND UKRAINE (2018)GAMIFICATION IN HIGHER EDUCATION: EXPERIE…Perceptions of Students for Gamification Approach: Kahoot as a Case Study (2018)Perceptions of Students for G…Using Kahoot! in the Classroom to Create Engagement and Active Learning: A Game-Based Technology Solution for eLearning Novices (2017)Using Kahoot! in the Classroo…Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017)Gamifying education: what is …KAHOOT IT OR NOT? CAN GAMES BE MOTIVATING IN LEARNING GRAMMAR? (2016)KAHOOT IT OR NOT? CAN GAMES B…Game on: The gamification of the pharmacy classroom (2016)Game on: The gamification of …Why do people use gamification services? (2015)Why do people use gamificatio…GAMIFICATION IN EDUCATION (2015)GAMIFICATION IN EDUCATIONA study of the use of games and gamification to enhance student engagement, experience and achievement on a theory-based course of an undergraduate media degree (2015)A study of the use of games a…Transforming Conventional Teaching Classroom to Learner-Centred Teaching Classroom Using Multimedia-Mediated Learning Module (2014)Transforming Conventional Tea…Gamifying learning experiences: Practical implications and outcomes (2013)Gamifying learning experience…Gamification (2012)GamificationKahoot! as a Tool to Improve Student Academic Performance in Business Management Subjects (2021)Kahoot! as a Tool to Improve …The effect of using Kahoot! for learning – A literature review (2020)The effect of using Kahoot! f…The Benefits of Gamification in the English Learning Context (2020)The Benefits of Gamification …EDUCATIONAL TECHNOLOGIES IN TRAINING FUTURE MANAGERS (2020)EDUCATIONAL TECHNOLOGIES IN T…Leaving College: Rethinking the Causes and Cures of Student Attrition (1988)Glued to games: how video games draw us in and hold us spellbound (2011)Gamification in theory and action: A survey (2014)The effect of gamification on motivation and engagement (2017)Gamification of e-learning in higher education: a systematic literature review (2023)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)From game design elements to gamefulness (2011)The Gamification of Learning: a Meta-analysis (2019)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1956)The Adult Learner: A Neglected Species (1979)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1994)Gamification for the Improvement of Diet, Nutritional Habits, and Body Composition in Children and Adolescents: A Systematic Review and Meta-Analysis (2021)Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Motivational Strategies in the Language Classroom (2001)Reality is broken: why games make us better and how they can change the world (2012)Using gamification to support learning English as a second language: a systematic review (2019)Gamification in Higher Education: Impact on Student Motivation and the Acquisition of Social and Civic Key Competencies (2020)E-learning and the science of instruction: Proven guidelines for consumers and designers of multimedia learning (2003)Using game theory and Competition-based Learning to stimulate student motivation and performance (2010)The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)Students’ perception of Kahoot!’s influence on teaching and learning (2018)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts (2020)Motivation in Education: Theory, Research, and Applications (1995)Comparing success and engagement in gamified learning experiences via Kahoot and Quizizz (2019)The role of gamified e-quizzes on student learning and engagement: An interactive gamification solution for a formative assessment system (2019)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)The theory of planned behavior (1991)Common method biases in behavioral research: A critical review of the literature and recommended remedies. (2003)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)What Is eSports and Why Do People Watch It? (2017)A typology of reviews: an analysis of 14 review types and associated methodologies (2009)Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement (2009)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA Statement. (2009)Variability of teachers’ technology integration in the classroom: A matter of utility! (2021)Effect of Digital Game-Based Learning on Student Engagement and Motivation (2023)Utilising artificial intelligence-enhanced writing mediation to develop academic writing skills in EFL learners: a qualitative study (2024)Analysis of Gamification Models in Education Using MDA Framework (2018)The Adoption of Students' Hedonic Motivation System Model to Gamified Learning Environment (2018)Gamification in Science Education. A Systematic Review of the Literature (2021)
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References

  • 2013Gamifying learning experiences: Practical implications and outcomes2,410 cited
  • 2017Gamifying education: what is known, what is believed and what remains uncertain: a critical review2,108 cited
  • 2012Gamification861 cited
  • 2015Why do people use gamification services?748 cited
  • 2018Perceptions of Students for Gamification Approach: Kahoot as a Case Study545 cited
  • 2017Using Kahoot! in the Classroom to Create Engagement and Active Learning: A Game-Based Technology Solution for eLearning Novices512 cited
  • 2015GAMIFICATION IN EDUCATION192 cited
  • 2016KAHOOT IT OR NOT? CAN GAMES BE MOTIVATING IN LEARNING GRAMMAR?172 cited
  • 2016Game on: The gamification of the pharmacy classroom163 cited
  • 2015A study of the use of games and gamification to enhance student engagement, experience and achievement on a theory-based course of an undergraduate media degree153 cited
  • 2014Transforming Conventional Teaching Classroom to Learner-Centred Teaching Classroom Using Multimedia-Mediated Learning Module118 cited

Cited by

  • 2020The effect of using Kahoot! for learning – A literature review1,384 cited
  • 2020The Benefits of Gamification in the English Learning Context35 cited
  • 2021Kahoot! as a Tool to Improve Student Academic Performance in Business Management Subjects

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35 cited
  • 2020EDUCATIONAL TECHNOLOGIES IN TRAINING FUTURE MANAGERS21 cited