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Enhancing Fun through Gamification to Improve Engagement in MOOC
10 references·2 citing·45 second hop
Enhancing Fun through Gamification to Improve Engagement in MOOC (2019)Enhancing Fun through Gamification to Imp…Gameful Experience Questionnaire (GAMEFULQUEST): an instrument for measuring the perceived gamefulness of system use (2019)Gameful Experience Questionna…Gamification in Education (2017)Gamification in EducationNew challenges for the motivation and learning in engineering education using gamification in MOOC (2015)New challenges for the motiva…Learning and Collaboration Technologies (2015)Learning and Collaboration Te…Gamification in Education: A Systematic Mapping Study (2015)Gamification in Education: A …Gamification of MOOCs for increasing user engagement (2014)Gamification of MOOCs for inc…An empirical study comparing gamification and social networking on e-learning (2014)An empirical study comparing …The Gamification of Learning and Instruction (2012)The Gamification of Learning …Gamification. using game-design elements in non-gaming contexts (2011)Gamification. using game-desi…SEEQ: A RELIABLE, VALID, AND USEFUL INSTRUMENT FOR COLLECTING STUDENTS' EVALUATIONS OF UNIVERSITY TEACHING (1982)SEEQ: A RELIABLE, VALID, AND …Unlocking the Potential in a Gamification-Based MOOC: Assessing Autonomous Learning and Self-Directed Learning Behaviors (2024)Unlocking the Potential in a …A Cloud Game-Based Educative Platform Architecture: The CyberScratch Project (2021)A Cloud Game-Based Educative …A social gamification framework for a K-6 learning platform (2012)The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)Digital Games, Design, and Learning (2015)Foundations of Game-Based Learning (2015)Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps (2011)Gamifying learning experiences: Practical implications and outcomes (2013)Gamification in software engineering – A systematic mapping (2014)The Model for Introduction of Gamification into E-learning in Higher Education (2015)Critical success factors in online education (2000)From game design elements to gamefulness (2011)Defining gamification (2012)Gamify Online Courses with Tools Built into Your Learning Management System (LMS) to Enhance Self-Determined and Active Learning (2018)A Review of Nontraditional Teaching Methods: Flipped Classroom, Gamification, Case Study, Self-Learning, and Social Media (2019)Intelligent recruitment: How to identify, select, and retain talents from around the world using artificial intelligence (2021)GameFlow (2005)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Reality is broken: why games make us better and how they can change the world (2012)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Gamification in theory and action: A survey (2014)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)The Gamification of Learning: a Meta-analysis (2019)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017)Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)A conceptual framework for the analysis of vulnerability in supply chains (2000)Distributed coordination space: Toward a theory of distributed team process and performance (2003)What really is going on? Review of situation awareness models for individuals and teams (2008)W kierunku otwartych ekosystemów innowacji w Polsce: szanse i wyzwania (2020)Teachers’ Beliefs about the Role of Digital Educational Resources in Educational Practice: A Qualitative Study (2021)Chatbots in Education and Research: A Critical Examination of Ethical Implications and Solutions (2023)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives (1999)Using thematic analysis in psychology (2006)Creating brand engagement through in-store gamified customer experiences (2019)Does gamification affect brand engagement and equity? A study in online brand communities (2020)The role of gamified learning strategies in student's motivation in high school and higher education: A systematic review (2023)Students' evaluations of university teaching: Dimensionality, reliability, validity, potential baises, and utility. (1984)Students' evaluations of University teaching: Research findings, methodological issues, and directions for future research (1987)Exploratory Structural Equation Modeling, Integrating CFA and EFA: Application to Students' Evaluations of University Teaching (2009)Effects of a Gamification and Flipped-Classroom Program for Teachers in Training on Motivation and Learning Perception (2019)Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts (2020)Online and blended entrepreneurship education: a systematic review of applied educational technologies (2021)
this work references cited by second hop

References

  • 2011Gamification. using game-design elements in non-gaming contexts2,696 cited
  • 2015Gamification in Education: A Systematic Mapping Study1,551 cited
  • 2014An empirical study comparing gamification and social networking on e-learning694 cited
  • 1982SEEQ: A RELIABLE, VALID, AND USEFUL INSTRUMENT FOR COLLECTING STUDENTS' EVALUATIONS OF UNIVERSITY TEACHING534 cited
  • 2012The Gamification of Learning and Instruction441 cited
  • 2019Gameful Experience Questionnaire (GAMEFULQUEST): an instrument for measuring the perceived gamefulness of system use301 cited
  • 2017Gamification in Education286 cited
  • 2015New challenges for the motivation and learning in engineering education using gamification in MOOC120 cited
  • 2014Gamification of MOOCs for increasing user engagement96 cited
  • 2015Learning and Collaboration Technologies56 cited

Cited by

  • 2021A Cloud Game-Based Educative Platform Architecture: The CyberScratch Project31 cited
  • 2024Unlocking the Potential in a Gamification-Based MOOC: Assessing Autonomous Learning and Self-Directed Learning Behaviors22 cited

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