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Gamified Collaborative Environment in Moodle
16 references·3 citing·46 second hopsampled
Gamified Collaborative Environment in Moodle (2019)Gamified Collaborative Environment in Moo…An exploratory study of student engagement in gamified online discussions (2018)An exploratory study of stude…Gamification in Education (2017)Gamification in EducationAn exploration of online behaviour engagement and achievement in flipped classroom supported by learning management system (2017)An exploration of online beha…How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)How gamification motivates: A…Gamification in Education: A Systematic Mapping Study (2015)Gamification in Education: A …GAMIFICATION IN EDUCATION (2015)GAMIFICATION IN EDUCATIONDo student self-efficacy and teacher-student interaction quality contribute to emotional and social engagement in fifth grade math? (2015)Do student self-efficacy and …Gamification of Education: A Review of Literature (2014)Gamification of Education: A …Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does Gamification Work? -- A …Assessing 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…Improving participation and learning with gamification (2013)Improving participation and l…Gamifying learning experiences: Practical implications and outcomes (2013)Gamifying learning experience…From Moodle to Facebook: Exploring students' motivation and experiences in online communities (2013)From Moodle to Facebook: Expl…Creating Effective Student Engagement in Online Courses: What Do Students Find Engaging? (2009)Creating Effective Student En…The Effect of Varying Degrees of Nonnormality in Structural Equation Modeling (2005)The Effect of Varying Degrees…Measurement and analysis of student engagement in university classes where varying levels of PBL methods of instruction are in use (2005)Measurement and analysis of s…The Effects of Gamification in Education: A Systematic Literature Review (2023)The Effects of Gamification i…Gamification-as-Innovation: A Review (2021)Gamification-as-Innovation: A…What Perception Do Students Have About the Gamification Elements? (2020)What Perception Do Students H…Flow: the psychology of optimal experience (1990)Design science in information systems research (2004)Design Science in Information Systems Research1 (2004)The maturing of gamification research (2017)Using gamification to support learning English as a second language: a systematic review (2019)Virtual reality and gamification in education: a systematic review (2024)The theory of planned behavior (1991)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)From game design elements to gamefulness (2011)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)A Theory of Social Comparison Processes (1954)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)Qualitative evaluation and research methods (1990)Qualitative evaluation and research methods (1990)Basics of qualitative research : techniques and procedures for developing grounded theory (1998)Investigating e-learning system usage outcomes in the university context (2013)The roles of academic engagement and digital readiness in students’ achievements in university e-learning environments (2019)Collaborative learning for virtual higher education (2020)Assessing Reliability and Stability in Panel Models (1977)Evaluation of goodness-of-fit indices for structural equation models. (1989)Linking antisocial behavior, substance use, and personality: An integrative quantitative model of the adult externalizing spectrum. (2007)Increasingly certain about uncertainty: Intolerance of uncertainty across anxiety and depression (2012)A Beginner's Guide to Structural Equation Modeling (2015)Applying the self-determination theory (SDT) to explain student engagement in online learning during the COVID-19 pandemic (2021)The 2 Sigma Problem: The Search for Methods of Group Instruction as Effective as One-to-One Tutoring (1984)The Transition (1993)Interactive-engagement versus traditional methods: A six-thousand-student survey of mechanics test data for introductory physics courses (1998)Cognitive engagement in the problem-based learning classroom (2011)Problem‐based learning (2011)Student Engagement in Online Learning: What Works and Why (2014)Critical thinking, cognitive presence, and computer conferencing in distance education (2001)IMPLEMENTING THE SEVEN PRINCIPLES: Technology as Lever (2004)Improving online learning: Student perceptions of useful and challenging characteristics (2004)Engaging Asian students through game mechanics: Findings from two experiment studies (2015)Learner satisfaction, engagement and performances in an online module: Implications for institutional e-learning policy (2020)Engagement in Online Learning: Student Attitudes and Behavior During COVID-19 (2022)Flow: The Psychology of Optimal Experience (1991)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)A systematic review of gamification in e-Health (2017)The Gamification of Learning: a Meta-analysis (2019)The need to belong: Desire for interpersonal attachments as a fundamental human motivation. (1995)Basic psychological need theory: Advancements, critical themes, and future directions (2020)The impact of gamification on learning and instruction: A systematic review of empirical evidence (2020)
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References

  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification5,197 cited
  • 2016How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction2,059 cited
  • 2013Gamifying learning experiences: Practical implications and outcomes2,013 cited
  • 2014Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance1,927 cited
  • 2015Gamification in Education: A Systematic Mapping Study1,551 cited
  • 2005The Effect of Varying Degrees of Nonnormality in Structural Equation Modeling704 cited
  • 2009Creating Effective Student Engagement in Online Courses: What Do Students Find Engaging?599 cited
  • 2014Gamification of Education: A Review of Literature495 cited
  • 2005Measurement and analysis of student engagement in university classes where varying levels of PBL methods of instruction are in use337 cited
  • 2013From Moodle to Facebook: Exploring students' motivation and experiences in online communities323 cited
  • 2013Improving participation and learning with gamification320 cited
  • 2017Gamification in Education286 cited
  • 2017An exploration of online behaviour engagement and achievement in flipped classroom supported by learning management system252 cited
  • 2015

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Do student self-efficacy and teacher-student interaction quality contribute to emotional and social engagement in fifth grade math?
215 cited
  • 2018An exploratory study of student engagement in gamified online discussions208 cited
  • 2015GAMIFICATION IN EDUCATION192 cited
  • Cited by

    • 2020What Perception Do Students Have About the Gamification Elements?47 cited
    • 2023The Effects of Gamification in Education: A Systematic Literature Review42 cited
    • 2021Gamification-as-Innovation: A Review40 cited