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The use of gamification in xMOOCs about energy: Effects and predictive models for participants’ learning
16 references·0 citing·47 second hop
The use of gamification in xMOOCs about energy: Effects and predictive models for participants’ learning (2019)The use of gamification in xMOOCs about e…To gamify or not to gamify? An experimental field study of the influence of badges on motivation, activity, and performance in an online learning course (2017)To gamify or not to gamify? A…Co-creation and open innovation: Systematic literature review (2017)Co-creation and open innovati…Interactivia.ro – A study of a gamification framework using zero-cost tools (2016)Interactivia.ro – A study of …Exploring Engaging Gamification Mechanics in Massive Online Open Courses. (2016)Exploring Engaging Gamificati…New challenges for the motivation and learning in engineering education using gamification in MOOC (2015)New challenges for the motiva…Gamification in Education: A Systematic Mapping Study (2015)Gamification in Education: A …Engaging Asian students through game mechanics: Findings from two experiment studies (2015)Engaging Asian students throu…Do badges increase user activity? A field experiment on the effects of gamification (2015)Do badges increase user activ…Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Challenging games help studen…Gamification of MOOCs for increasing user engagement (2014)Gamification of MOOCs for inc…Gamifying learning experiences: Practical implications and outcomes (2013)Gamifying learning experience…Do points, levels and leaderboards harm intrinsic motivation? (2013)Do points, levels and leaderb…For the Win: How Game Thinking Can Revolutionize Your Business (2012)For the Win: How Game Thinkin…The concept of flow in collaborative game-based learning (2011)The concept of flow in collab…Open knowledge: challenges and facts (2010)Open knowledge: challenges an…Homo ludens : Proeve eener bepaling van het spel-element der cultuur (2008)Homo ludens : Proeve eener be…A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. (1999)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)From game design elements to gamefulness (2011)On the effectiveness of game-like and social approaches in learning: Comparing educational gaming, gamification & social networking (2015)Gamification and the impact of extrinsic motivation on needs satisfaction: Making work fun? (2018)Flow: the psychology of optimal experience (1990)Handbook of Positive Psychology (2001)What Video Games Have to Teach Us about Learning and Literacy (2004)A mixed methods assessment of students' flow experiences during a mobile augmented reality science game (2013)Scaffolding game-based learning: Impact on learning achievements, perceived learning, and game experiences (2013)Having fun while receiving rewards?: Exploration of gamification in loyalty programs for consumer loyalty (2019)A Theory of Social Comparison Processes (1954)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)The theory of planned behavior (1991)Why do people use gamification services? (2015)Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction (2019)Gamification in Science Education. A Systematic Review of the Literature (2021)Flow: The Psychology of Optimal Experience (1991)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)Self-efficacy mechanism in human agency. (1982)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)A comparison of flipped learning with gamification, traditional learning, and online independent study: the effects on students’ mathematics achievement and cognitive engagement (2018)Implementing a theory-driven gamification model in higher education flipped courses: Effects on out-of-class activity completion and quality of artifacts (2018)Exploring the impact of gamification on student engagement and involvement with e-learning systems (2019)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)Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017)The Gamification of Learning: a Meta-analysis (2019)Mind in Society: The Development of Higher Psychological Processes (1978)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Common method biases in behavioral research: A critical review of the literature and recommended remedies. (2003)Gamified learning in higher education: A systematic review of the literature (2018)The role of gamified e-quizzes on student learning and engagement: An interactive gamification solution for a formative assessment system (2019)Enhancing user engagement: The role of gamification in mobile apps (2021)Procedures for Performing Systematic Reviews (2004)Cochrane Handbook for Systematic Reviews of Interventions (2008)How open is innovation? (2010)Citizen Science for Scientific Literacy and the Attainment of Sustainable Development Goals in Formal Education (2020)E-Mentoring in Higher Education: A Structured Literature Review and Implications for Future Research (2020)Influence of Social, Environmental and Economic Sustainable Development Goals (SDGs) over Continuation of Entrepreneurship and Competitiveness (2022)Gamification in theory and action: A survey (2014)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)The Effects of Gamification in Online Learning Environments: A Systematic Literature Review (2019)The role of gamified learning strategies in student's motivation in high school and higher education: A systematic review (2023)Gamification enhances student intrinsic motivation, perceptions of autonomy and relatedness, but minimal impact on competency: a meta-analysis and systematic review (2024)
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References

  • 2012For the Win: How Game Thinking Can Revolutionize Your Business2,354 cited
  • 2013Gamifying learning experiences: Practical implications and outcomes2,013 cited
  • 2015Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning1,710 cited
  • 2015Gamification in Education: A Systematic Mapping Study1,551 cited
  • 2015Do badges increase user activity? A field experiment on the effects of gamification677 cited
  • 2011The concept of flow in collaborative game-based learning391 cited
  • 2017To gamify or not to gamify? An experimental field study of the influence of badges on motivation, activity, and performance in an online learning course327 cited
  • 2013Do points, levels and leaderboards harm intrinsic motivation?314 cited
  • 2015Engaging Asian students through game mechanics: Findings from two experiment studies298 cited
  • 2017Co-creation and open innovation: Systematic literature review235 cited
  • 2008Homo ludens : Proeve eener bepaling van het spel-element der cultuur211 cited
  • 2010Open knowledge: challenges and facts162 cited
  • 2016Exploring Engaging Gamification Mechanics in Massive Online Open Courses.149 cited
  • 2015New challenges for the motivation and learning in engineering education using gamification in MOOC120 cited

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  • 2014Gamification of MOOCs for increasing user engagement96 cited
  • 2016Interactivia.ro – A study of a gamification framework using zero-cost tools58 cited
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