SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Research into effective gamification features to inform e-learning design
16 references·1 citing·52 second hopsampled
Research into effective gamification features to inform e-learning design (2019)Research into effective gamification feat…Digital Games, Design, and Learning (2015)Digital Games, Design, and Le…Gamifying learning experiences: Practical implications and outcomes (2013)Gamifying learning experience…Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness (2013)Digital game-based learning: …Toward a Taxonomy Linking Game Attributes to Learning (2012)Toward a Taxonomy Linking Gam…The effect of simulation games on the learning of computational problem solving (2011)The effect of simulation game…Serious games and learning effectiveness: The case of It’s a Deal! (2011)Serious games and learning ef…A META‐ANALYTIC EXAMINATION OF THE INSTRUCTIONAL EFFECTIVENESS OF COMPUTER‐BASED SIMULATION GAMES (2011)A META‐ANALYTIC EXAMINATION O…Transformational Play as a Curricular Scaffold: Using Videogames to Support Science Education (2009)Transformational Play as a Cu…Not just fun, but serious strategies: Using meta-cognitive strategies in game-based learning (2009)Not just fun, but serious str…Effectiveness of using a video game to teach a course in mechanical engineering (2009)Effectiveness of using a vide…Relationships Between Game Attributes and Learning Outcomes (2008)Relationships Between Game At…Foundation for problem‐based gaming (2007)Foundation for problem‐based …Successful implementation of user-centered game based learning in higher education: An example from civil engineering (2006)Successful implementation of …The Effectiveness of Instructional Games: A Literature Review and Discussion (2005)The Effectiveness of Instruct…Multimedia Learning (2002)Multimedia LearningGames, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…Exploring the effects of personalized recommendations on student’s motivation and learning achievement in gamified mobile learning framework (2024)Exploring the effects of pers…The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Motivational Beliefs, Values, and Goals (2002)The Power of Feedback (2007)An activity theory-based model for serious games analysis and conceptual design (2015)Essential features of serious games design in higher education: Linking learning attributes to game mechanics (2016)Comparing success and engagement in gamified learning experiences via Kahoot and Quizizz (2019)Mind in Society: The Development of Higher Psychological Processes (1978)Metacognition and cognitive monitoring: A new area of cognitive-developmental inquiry. (1979)What Video Games Have to Teach Us about Learning and Literacy (2004)Effects of constructing versus playing an educational game on student motivation and deep learning strategy use (2010)Handbook of Game-Based Learning. (2020)Gamification Applications in E-learning: A Literature Review (2021)Conditions of Learning (1965)Human Characteristics and School Learning (1979)Using game theory and Competition-based Learning to stimulate student motivation and performance (2010)A concept map-embedded educational computer game for improving students' learning performance in natural science courses (2013)Play, Dreams And Imitation In Childhood (2013)The wear out effect of a game-based student response system (2014)Situated Cognition and the Culture of Learning (1989)Bias in meta-analysis detected by a simple, graphical test (1997)Self-Efficacy: The Exercise of Control (1999)Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. (2017)The effect of games and simulations on higher education: a systematic literature review (2017)The Gamification of Learning: a Meta-analysis (2019)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)A systematic literature review of empirical evidence on computer games and serious games (2012)A meta-analysis of the cognitive and motivational effects of serious games. (2013)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies (2012)Social Learning Theory. (1978)A Revision of Bloom's Taxonomy: An Overview (2002)Building a practically useful theory of goal setting and task motivation: A 35-year odyssey. (2002)A meta-analysis of serious digital games for healthy lifestyle promotion (2014)Gamification Science, Its History and Future: Definitions and a Research Agenda (2018)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)From game design elements to gamefulness (2011)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)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)Generative Processes of Comprehension (1989)Cognition and instruction: Their historic meeting within educational psychology. (1992)Working Memory (1992)Nine Ways to Reduce Cognitive Load in Multimedia Learning (2003)Education for Life and Work: Developing Transferable Knowledge and Skills in the 21st Century (2012)Cognitive Theory of Multimedia Learning (2014)Toward a Theory of Intrinsically Motivating Instruction* (1981)Exploring the potential of computer and video games for health and physical education: A literature review (2009)Mobile game‐based learning in secondary education: engagement, motivation and learning in a mobile city game (2009)
this work references cited by second hop· second hop is a sample of the most-cited connections

References

  • 2002Multimedia Learning7,764 cited
  • 2002Games, Motivation, and Learning: A Research and Practice Model3,211 cited
  • 2013Gamifying learning experiences: Practical implications and outcomes2,013 cited
  • 2015Digital Games, Design, and Learning1,268 cited
  • 2011A META‐ANALYTIC EXAMINATION OF THE INSTRUCTIONAL EFFECTIVENESS OF COMPUTER‐BASED SIMULATION GAMES881 cited
  • 2006Successful implementation of user-centered game based learning in higher education: An example from civil engineering660 cited
  • 2013Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness614 cited
  • 2005The Effectiveness of Instructional Games: A Literature Review and Discussion581 cited
  • 2008Relationships Between Game Attributes and Learning Outcomes525 cited
  • 2009Not just fun, but serious strategies: Using meta-cognitive strategies in game-based learning479 cited
  • 2012Toward a Taxonomy Linking Game Attributes to Learning393 cited
  • 2011Serious games and learning effectiveness: The case of It’s a Deal!305 cited
  • 2007Foundation for problem‐based gaming293 cited
  • 2011The effect of simulation games on the learning of computational problem solving292 cited
  • 2009

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

Transformational Play as a Curricular Scaffold: Using Videogames to Support Science Education
290 cited
  • 2009Effectiveness of using a video game to teach a course in mechanical engineering267 cited
  • Cited by

    • 2024Exploring the effects of personalized recommendations on student’s motivation and learning achievement in gamified mobile learning framework26 cited