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Narrative for Gamification in Education: Why Should you Care?
9 references·2 citing·41 second hop
Narrative for Gamification in Education: Why Should you Care? (2019)Narrative for Gamification in Education: …An approach for planning and deploying gamification concepts with social networks within educational contexts (2018)An approach for planning and …Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017)Gamifying education: what is …Gamification User Types Hexad Scale (2016)Gamification User Types Hexad…Gamification: Analysis and Application (2013)Gamification: Analysis and Ap…The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)The Gamification of Learning …Defining gamification (2012)Defining gamificationRules of Play: Game Design Fundamentals (2003)Rules of Play: Game Design Fu…The Language of New Media (2002)The Language of New MediaTime and narrative (1986)Time and narrativeGoRace: A Multi-Context and Narrative-Based Gamification Suite to Overcome Gamification Technological Challenges (2021)GoRace: A Multi-Context and N…Narrative and aesthetics as antecedents of perceived learning in serious games (2020)Narrative and aesthetics as a…Narrative as virtual reality: immersion and interactivity in literature and electronic media (2001)Knowledge and Critical Pedagogy (2008)Documents and Bureaucracy (2010)The Platformization of the Web: Making Web Data Platform Ready (2015)Flow: the psychology of optimal experience (1990)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Using gamification elements for competitive crowdsourcing: exploring the underlying mechanism (2020)How do gamification mechanics drive solvers’ Knowledge contribution? A study of collaborative knowledge crowdsourcing (2022)Using technology to make learning fun: technology use is best made fun and challenging to optimize intrinsic motivation and engagement (2023)Evolving to a New Dominant Logic for Marketing (2003)From game design elements to gamefulness (2011)Demographic differences in perceived benefits from gamification (2014)Towards understanding the effects of individual gamification elements on intrinsic motivation and performance (2015)A definition for gamification: anchoring gamification in the service marketing literature (2016)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)The maturing of gamification research (2017)Towards Personality-driven Persuasive Health Games and Gamified Systems (2017)Tailored gamification: A review of literature (2020)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)The Gamification of Learning: a Meta-analysis (2019)Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts (2020)Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)Case Study Research: Design and Methods (1984)The qualitative research interview (2006)Game on! How gamified loyalty programs boost customer engagement value (2021)Gamification of cooperation: A framework, literature review and future research agenda (2022)Impact of classroom environment, teacher competency, information and communication technology resources, and university facilities on student engagement and academic performance (2023)The role of transportation in the persuasiveness of public narratives. (2000)Time Flies When You’re Having Fun: Cognitive Absorption and Beliefs About Information Technology Usage1 (2000)The Role of Perceived Usefulness, Perceived Ease of Use, and Task Technology Fit to Increase Perceived Impact on Learning (2024)The game, the player, the world: looking for a heart of gameness (2003)Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)Serious games and the gamification of tourism (2016)Stories of Experience and Narrative Inquiry (1990)Narrative configuration in qualitative analysis (1995)The Logic of Violence in Civil War (2006)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)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)
this work references cited by second hop

References

  • 2003Rules of Play: Game Design Fundamentals5,481 cited
  • 2002The Language of New Media5,017 cited
  • 2012The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education3,765 cited
  • 1986Time and narrative2,712 cited
  • 2017Gamifying education: what is known, what is believed and what remains uncertain: a critical review1,450 cited
  • 2012Defining gamification1,155 cited
  • 2016Gamification User Types Hexad Scale590 cited
  • 2018An approach for planning and deploying gamification concepts with social networks within educational contexts125 cited
  • 2013Gamification: Analysis and Application91 cited

Cited by

  • 2020Narrative and aesthetics as antecedents of perceived learning in serious games52 cited
  • 2021GoRace: A Multi-Context and Narrative-Based Gamification Suite to Overcome Gamification Technological Challenges42 cited

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