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Effectiveness of Gamification Elements in Blended Learning Environments
16 references·3 citing·39 second hop
Effectiveness of Gamification Elements in Blended Learning Environments (2019)Effectiveness of Gamification Elements in…The Rise of Motivational Information Systems: A Review of Gamification Research (2017)The Rise of Motivational Info…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 …The Effectiveness of Online and Blended Learning: A Meta-Analysis of the Empirical Literature (2013)The Effectiveness of Online a…Gamifying learning experiences: Practical implications and outcomes (2013)Gamifying learning experience…The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)The Gamification of Learning …For the Win: How Game Thinking Can Revolutionize Your Business (2012)For the Win: How Game Thinkin…From game design elements to gamefulness (2011)From game design elements to …Researching the community of inquiry framework: Review, issues, and future directions (2007)Researching the community of …Blended Learning in Higher Education (2007)Blended Learning in Higher Ed…Blended learning: Uncovering its transformative potential in higher education (2004)Blended learning: Uncovering …Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives (1999)Cutoff criteria for fit index…Critical Inquiry in a Text-Based Environment: Computer Conferencing in Higher Education (1999)Critical Inquiry in a Text-Ba…Power analysis and determination of sample size for covariance structure modeling. (1996)Power analysis and determinat…How to Design and Evaluate Research in Education (1990)How to Design and Evaluate Re…Development and use of the ARCS model of instructional design (1987)Development and use of the AR…Ten Years of Gamification-Based Learning: A Bibliometric Analysis and Systematic Review (2024)Ten Years of Gamification-Bas…Exploring the impact of the adaptive gamified assessment on learners in blended learning (2024)Exploring the impact of the a…Gamification in Teaching and Learning Languages: A Systematic Literature Review (2021)Gamification in Teaching and …Significance tests and goodness of fit in the analysis of covariance structures. (1980)Structural Equations with Latent Variables. (1991)Alternative Ways of Assessing Model Fit (1992)Fit indices in covariance structure modeling: Sensitivity to underparameterized model misspecification. (1998)Evaluating the use of exploratory factor analysis in psychological research. (1999)How We Think (1910)Perspectives on socially shared cognition. (1991)Media will never influence learning (1994)ASSESSING TEACHING PRESENCE IN A COMPUTER CONFERENCING CONTEXT (2001)Critical thinking, cognitive presence, and computer conferencing in distance education (2001)The Theory and Practice of Online Learning (2008)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Gamification. using game-design elements in non-gaming contexts (2011)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Statistical principles in experimental design. (1962)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Designing effective instruction (2004)Factors Influencing Adult Learners' Decision to Drop Out or Persist in Online Learning (2009)Emotional design in multimedia learning. (2011)Comparative fit indexes in structural models. (1990)Evaluating the Fit of Structural Equation Models: Tests of Significance and Descriptive Goodness-of-Fit Measures (2003)Sensitivity of Goodness of Fit Indexes to Lack of Measurement Invariance (2007)Good to great: why some companies make the leap, and others don't (2002)Good to Great - (Why Some Companies Make the Leap and others Don't) (2009)How learning in an inverted classroom influences cooperation, innovation and task orientation (2012)Online University Teaching During and After the Covid-19 Crisis: Refocusing Teacher Presence and Learning Activity (2020)Intrinsic Motivation and Self-Determination in Human Behavior (1985)The need to belong: Desire for interpersonal attachments as a fundamental human motivation. (1995)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)The Gamification of Learning: a Meta-analysis (2019)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)Gamification in theory and action: A survey (2014)Identification and Assessment of Intercultural Competence as a Student Outcome of Internationalization (2006)Memahami desain metode penelitian kualitatif (2021)METODE PENELITIAN KUALITATIF (2022)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)
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References

  • 1999Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives108,592 cited
  • 1990How to Design and Evaluate Research in Education14,565 cited
  • 1996Power analysis and determination of sample size for covariance structure modeling.10,386 cited
  • 2011From game design elements to gamefulness8,391 cited
  • 1999Critical Inquiry in a Text-Based Environment: Computer Conferencing in Higher Education6,610 cited
  • 2004Blended learning: Uncovering its transformative potential in higher education4,566 cited
  • 2012The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education3,765 cited
  • 2012For the Win: How Game Thinking Can Revolutionize Your Business2,354 cited
  • 1987Development and use of the ARCS model of instructional design2,332 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
  • 2017The Rise of Motivational Information Systems: A Review of Gamification Research1,764 cited
  • 2007Blended Learning in Higher Education1,659 cited
  • 2007Researching the community of inquiry framework: Review, issues, and future directions

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1,652 cited
  • 2013The Effectiveness of Online and Blended Learning: A Meta-Analysis of the Empirical Literature1,638 cited
  • 2015Gamification in Education: A Systematic Mapping Study1,551 cited
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    • 2021Gamification in Teaching and Learning Languages: A Systematic Literature Review59 cited
    • 2024Exploring the impact of the adaptive gamified assessment on learners in blended learning46 cited
    • 2024Ten Years of Gamification-Based Learning: A Bibliometric Analysis and Systematic Review43 cited