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Design of an app based on gamification and storytelling as a tool for biology courses
4 references·1 citing·22 second hop
Design of an app based on gamification and storytelling as a tool for biology courses (2019)Design of an app based on gamification an…Kahoot: A Promising Tool for Formative Assessment in Medical Education (2017)Kahoot: A Promising Tool for …What makes biology learning difficult and effective: Students’ views. (2012)What makes biology learning d…What Makes Things Fun to Learn? A Study of Intrinsically Motivating Computer Games. (1981)What Makes Things Fun to Lear…What makes things fun to learn? heuristics for designing instructional computer games (1980)What makes things fun to lear…Influence of Virtual Reality on High School Students' Conceptions of Cells (2020)Influence of Virtual Reality …Qualitative evaluation and research methods (1990)Qualitative Data Analysis: An Expanded Sourcebook (1994)Research Methods in Education (2007)Developing and validating technological pedagogical content knowledge‐practical ( TPACK ‐practical) through the D elphi survey technique (2013)Self and Peer Assessments in Active Learning Model to Increase Metacognitive Awareness and Cognitive Abilities (2017)South Kalimantan Local Wisdom-Based Biology Learning Model (2020)The origins of intelligence in children. (1952)The hidden costs of rewards (1976)Gamification. using game-design elements in non-gaming contexts (2011)Gamifying learning experiences: Practical implications and outcomes (2013)Implications of cognitive studies for teaching physics (1994)Effectiveness of virtual reality-based instruction on students' learning outcomes in K-12 and higher education: A meta-analysis (2013)Embodied Learning (2014)Digital game-based learning (2003)The Power of Feedback (2007)Intrinsic motivation and extrinsic incentives jointly predict performance: A 40-year meta-analysis. (2014)Students’ perception of Kahoot!’s influence on teaching and learning (2018)Comparing success and engagement in gamified learning experiences via Kahoot and Quizizz (2019)The effect of using Kahoot! for learning – A literature review (2020)Toward a Theory of Intrinsically Motivating Instruction* (1981)Games, Motivation, and Learning: A Research and Practice Model (2002)The impact of gamification on learning and instruction: A systematic review of empirical evidence (2020)
this work references cited by second hop

References

  • 1980What makes things fun to learn? heuristics for designing instructional computer games785 cited
  • 1981What Makes Things Fun to Learn? A Study of Intrinsically Motivating Computer Games.434 cited
  • 2012What makes biology learning difficult and effective: Students’ views.340 cited
  • 2017Kahoot: A Promising Tool for Formative Assessment in Medical Education159 cited

Cited by

  • 2020Influence of Virtual Reality on High School Students' Conceptions of Cells21 cited

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