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GAMESIT: A gamified system for information technology training
16 references·2 citing·38 second hop
GAMESIT: A gamified system for information technology training (2019)GAMESIT: A gamified system for informatio…Gamification in theory and action: A survey (2014)Gamification in theory and ac…Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does Gamification Work? -- A …Positioning and Presenting Design Science Research for Maximum Impact1 (2013)Positioning and Presenting De…A Design Science Research Methodology for Information Systems Research (2007)A Design Science Research Met…School Engagement: Potential of the Concept, State of the Evidence (2004)School Engagement: Potential …Design Science in Information Systems Research1 (2004)Design Science in Information…Design science in information systems research (2004)Design science in information…The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)The "What" and "Why" of Goal …Self-Efficacy: The Exercise of Control (1999)Self-Efficacy: The Exercise o…A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. (1999)A meta-analytic review of exp…Self-efficacy: the exercise of control (1997)Self-efficacy: the exercise o…The psychology of curiosity: A review and reinterpretation. (1994)The psychology of curiosity: …Four ways five factors are basic (1992)Four ways five factors are ba…Dual coding theory and education (1991)Dual coding theory and educat…Toward a Theory of Intrinsically Motivating Instruction* (1981)Toward a Theory of Intrinsica…Beyond boredom and anxiety (1975)Beyond boredom and anxietyUse of gamification to enhance e-learning experience (2022)Use of gamification to enhanc…GoRace: A Multi-Context and Narrative-Based Gamification Suite to Overcome Gamification Technological Challenges (2021)GoRace: A Multi-Context and N…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)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)The Psychology of Interpersonal Relations. (1958)A Coefficient of Agreement for Nominal Scales (1960)Intrinsic Motivation and Self-Determination in Human Behavior (1988)The Power of Feedback (2007)Self-efficacy: Toward a unifying theory of behavioral change. (1977)On Happiness and Human Potentials: A Review of Research on Hedonic and Eudaimonic Well-Being (2001)Self‐determination theory and work motivation (2005)Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions (2020)The Structure of Scientific Revolutions (1963)The Reflective Practitioner: How Professionals Think in Action (1985)The DeLone and McLean Model of Information Systems Success: A Ten-Year Update (2003)The Nature of Theory in Information Systems1 (2006)Chief executives define their own data needs. (1979)Design Science Research in Information Systems (2010)THE PSYCHOLOGY OF PERSONAL CONSTRUCTS (2010)Action Design Research1 (2011)Intrinsic Motivation and Self-Determination in Human Behavior (1985)The need to belong: Desire for interpersonal attachments as a fundamental human motivation. (1995)The Four-Phase Model of Interest Development (2006)Customer Engagement (2011)The ICAP Framework: Linking Cognitive Engagement to Active Learning Outcomes (2014)Information Systems Success: The Quest for the Dependent Variable (1992)The Structure of Scientific Revolutions (1996)The Anatomy of a Design Theory (2007)Bridging the Qualitative–Quantitative Divide: Guidelines for Conducting Mixed Methods Research in Information Systems1 (2013)Subjective Well-Being (1984)Handbook of Positive Psychology (2001)Efficacy of the Theory of Planned Behaviour: A meta‐analytic review (2001)Social Cognitive Theory: An Agentic Perspective (2001)The Emerging Field of Emotion Regulation: An Integrative Review (1998)Expectancy–Value Theory of Achievement Motivation (2000)Building a practically useful theory of goal setting and task motivation: A 35-year odyssey. (2002)
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References

  • 1999Self-Efficacy: The Exercise of Control46,779 cited
  • 2000The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior34,111 cited
  • 1997Self-efficacy: the exercise of control24,284 cited
  • 2004School Engagement: Potential of the Concept, State of the Evidence12,540 cited
  • 2004Design Science in Information Systems Research110,671 cited
  • 2004Design science in information systems research8,253 cited
  • 2007A Design Science Research Methodology for Information Systems Research7,798 cited
  • 1999A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation.7,172 cited
  • 1975Beyond boredom and anxiety5,708 cited
  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification5,197 cited
  • 1992Four ways five factors are basic3,399 cited
  • 2013Positioning and Presenting Design Science Research for Maximum Impact13,052 cited
  • 1994The psychology of curiosity: A review and reinterpretation.2,735 cited
  • 2014Gamification in theory and action: A survey2,509 cited
  • 1981Toward a Theory of Intrinsically Motivating Instruction*2,197 cited

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  • 1991Dual coding theory and education2,132 cited
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    • 2021GoRace: A Multi-Context and Narrative-Based Gamification Suite to Overcome Gamification Technological Challenges42 cited
    • 2022Use of gamification to enhance e-learning experience40 cited