SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Gamification in Software Engineering Education
7 references·1 citing·37 second hop
Gamification in Software Engineering Education (2019)Gamification in Software Engineering Educ…Classroom Strategies for Interactive Learning (2023)Classroom Strategies for Inte…Students’ perception of Kahoot!’s influence on teaching and learning (2018)Students’ perception of Kahoo…Gamification and serious games: A literature meta-analysis and integrative model (2018)Gamification and serious game…Gamification in Learning and Education (2017)Gamification in Learning and …Games and simulation in higher education (2017)Games and simulation in highe…Gamification for Engaging Computer Science Students in Learning Activities: A Case Study (2014)Gamification for Engaging Com…Educational game models: conceptualization and evaluation (2004)Educational game models: conc…Gamification Model Framework and its Use in E-Learning in Higher Education (2021)Gamification Model Framework …Actual Minds, Possible Worlds (1986)Actual Minds, Possible Worlds. (1986)Situated Cognition and the Culture of Learning (1989)Educational games (EG) design framework: Combination of game design, pedagogy and content modeling (2009)Students Perceptions of Using Educational Games to Learn Introductory Programming (2010)Exploring the behavioral patterns of learners in an educational massively multiple online role-playing game (MMORPG) (2011)Basics of qualitative research : techniques and procedures for developing grounded theory (1998)School Engagement: Potential of the Concept, State of the Evidence (2004)What Video Games Have to Teach Us about Learning and Literacy (2004)Engaging Asian students through game mechanics: Findings from two experiment studies (2015)A qualitative investigation of student perceptions of game elements in a gamified course (2017)The Effects of Flow, Emotional Engagement, and Motivation on Success in a Gamified Online Learning Environment (2019)Case Study Research: Design and Methods (1984)Qualitative evaluation and research methods (1990)Using thematic analysis in psychology (2006)Comparing success and engagement in gamified learning experiences via Kahoot and Quizizz (2019)Gamification in Higher Education: Impact on Student Motivation and the Acquisition of Social and Civic Key Competencies (2020)Game on! A state-of-the-art overview of doing business with gamification (2023)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)The theory of planned behavior (1991)User Acceptance of Information Technology: Toward A Unified View1 (2003)The effects of competition in digital game-based learning (DGBL): a meta-analysis (2020)Social robots and gamification for technology supported learning: An empirical study on engagement and motivation (2021)Customer experience in digital banking: a review and future research directions (2022)Integrating learning styles and adaptive e-learning system: Current developments, problems and opportunities (2015)Understanding the Impact of Determinants in Game Learning Acceptance: An Empirical Study (2019)Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education (2021)Cybersecurity for FinTech on Renewable Energy from ACD Countries (2022)Green Citizenship and the Social Economy (2005)A Vision for Adolescent Literacy: Ours or Theirs? (2006)Building Background Knowledge Through Reading: Rethinking Text Sets (2017)A Review of Nontraditional Teaching Methods: Flipped Classroom, Gamification, Case Study, Self-Learning, and Social Media (2019)The Role of Gamification Techniques in Promoting Student Learning: A Review and Synthesis (2019)Gamification in Education: Why, Where, When, and How?—A Systematic Review (2023)Kahoot! as a Tool to Improve Student Academic Performance in Business Management Subjects (2021)Serious game design model for language learning in the cultural context (2022)The Impact of Serious Games in Economic and Business Education: A Case of ERP Business Simulation (2022)
this work references cited by second hop

References

  • 2018Students’ perception of Kahoot!’s influence on teaching and learning521 cited
  • 2014Gamification for Engaging Computer Science Students in Learning Activities: A Case Study483 cited
  • 2018Gamification and serious games: A literature meta-analysis and integrative model245 cited
  • 2017Gamification in Learning and Education234 cited
  • 2023Classroom Strategies for Interactive Learning217 cited
  • 2004Educational game models: conceptualization and evaluation176 cited
  • 2017Games and simulation in higher education55 cited

Cited by

  • 2021Gamification Model Framework and its Use in E-Learning in Higher Education37 cited

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