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Interactive Gamification Learning Media Application For Blind Children Using Android Smartphone in Indonesia
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Interactive Gamification Learning Media Application For Blind Children Using Android Smartphone in Indonesia (2019)Interactive Gamification Learning Media A…How to Use Game Elements to Enhance Learning: Applications of the Theory of Gamified Learning (2017)How to Use Game Elements to E…Gamify (2016)GamifyGamification in Education: A Systematic Mapping Study (2015)Gamification in Education: A …Gamification of Education: A Review of Literature (2014)Gamification of Education: A …The Effect of Digital Learning of Historical Comics on Students‘ Critical Thinking Skills (2023)The Effect of Digital Learnin…Media Video Pembelajaran Tri Hita Karana Untuk Meningkatkan Daya Serap Siswa Kelas V Sekolah Dasar (2022)Media Video Pembelajaran Tri …Game-Based Learning for Learners With Disabilities—What Is Next? A Systematic Literature Review From the Activity Theory Perspective (2022)Game-Based Learning for Learn…The Development of Interactive Multimedia Using Lectora Inspire Application in Arabic Language Learning (2019)The Development of Interactiv…Flow: the psychology of optimal experience (1990)Design science in information systems research (2004)Design Science in Information Systems Research1 (2004)The maturing of gamification research (2017)Using gamification to support learning English as a second language: a systematic review (2019)Virtual reality and gamification in education: a systematic review (2024)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)From game design elements to gamefulness (2011)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)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)Handbook of Positive Psychology (2001)A Theory of Gamification Principles Through Goal-Setting Theory (2018)The Effects of Gamification On Student Motivation And Achievement In Learning English As A Foreign Language In Higher Education (2023)Gamification in education and training: A literature review (2025)Design and Development Research: Methods, Strategies, and Issues (2007)Interplay of prior knowledge, self‐regulation and motivation in complex multimedia learning environments (2015)Technology and Education (2016)A Coefficient of Agreement for Nominal Scales (1960)Preferred reporting items for systematic reviews and meta-analyses: The PRISMA statement (2010)Teachers’ Elementary School in Online Learning of COVID-19 Pandemic Conditions (2020)TEORI PERKEMBANGAN KOGNITIF JEAN PIAGET DAN PROBLEMATIKANYA PADA ANAK USIA SEKOLAH DASAR (2020)The COVID-19 pandemic and its effects on teacher education (2020)Media Komik Digital Berbasis Kearifan Lokal Tri Hita Karana (2023)Media Video Pembelajaran Desa Penglipuran Berbasis Profil Pelajar Pancasila (2023)Media Pembelajaran E-Komik Berbasis Kearifan Lokal Pada Mata Pelajaran Bahasa Indonesia Siswa Kelas V Sekolah Dasar (2024)The relationship between mathematics preparation and conceptual learning gains in physics: A possible “hidden variable” in diagnostic pretest scores (2002)Critical Thinking: A Literature Review (2011)The use of sampling methods in advertising research: a gap between theory and practice (2017)Oyunlaştırma, Eğitim ve Kuramsal Yaklaşımlar: Öğrenme Süreçlerinde Motivasyon, Adanmışlık ve Sürdürebilirlik (2018)Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING) (2021)Application of artificial intelligence in adaptation of gamification in education: A literature review (2023)
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References

  • 2015Gamification in Education: A Systematic Mapping Study1,551 cited
  • 2014Gamification of Education: A Review of Literature495 cited
  • 2016Gamify121 cited
  • 2017How to Use Game Elements to Enhance Learning: Applications of the Theory of Gamified Learning94 cited

Cited by

  • 2019The Development of Interactive Multimedia Using Lectora Inspire Application in Arabic Language Learning52 cited
  • 2022Game-Based Learning for Learners With Disabilities—What Is Next? A Systematic Literature Review From the Activity Theory Perspective44 cited
  • 2022Media Video Pembelajaran Tri Hita Karana Untuk Meningkatkan Daya Serap Siswa Kelas V Sekolah Dasar26 cited
  • 2023The Effect of Digital Learning of Historical Comics on Students‘ Critical Thinking Skills7 cited

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