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Design and Learning Effectiveness Evaluation of Gamification in e-Learning Systems
15 references·0 citing·39 second hopsampled
Design and Learning Effectiveness Evaluation of Gamification in e-Learning Systems (2019)Design and Learning Effectiveness Evaluat…Gamification as a tool for engaging student learning: A field experiment with a gamified app (2019)Gamification as a tool for en…AN EMPIRICAL STUDY ON GAMIFICATION FOR LEARNING PROGRAMMING LANGUAGE WEBSITE (2019)AN EMPIRICAL STUDY ON GAMIFIC…Gamified learning in higher education: A systematic review of the literature (2018)Gamified learning in higher e…Gamification and serious games: A literature meta-analysis and integrative model (2018)Gamification and serious game…Examining competitive, collaborative and adaptive gamification in young learners' math learning (2018)Examining competitive, collab…A Model to Investigate Preference for Use of Gamification in a Learning Activity (2018)A Model to Investigate Prefer…To gamify or not to gamify? An experimental field study of the influence of badges on motivation, activity, and performance in an online learning course (2017)To gamify or not to gamify? A…The Use of Gamification in Higher Education: An Empirical Study (2017)The Use of Gamification in Hi…The Rise of Motivational Information Systems: A Review of Gamification Research (2017)The Rise of Motivational Info…Incorporating meaningful gamification in a blended learning research methods class: Examining student learning, engagement, and affective outcomes (2016)Incorporating meaningful gami…How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)How gamification motivates: A…Study of Gamification Effectiveness in Online e-Learning Systems (2015)Study of Gamification Effecti…Gamification in E-Learning: Introducing Gamified Design Elements into E-Learning Systems (2015)Gamification in E-Learning: I…Gamification for Engaging Computer Science Students in Learning Activities: A Case Study (2014)Gamification for Engaging Com…From game design elements to gamefulness (2011)From game design elements to …Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Rules of Play: Game Design Fundamentals (2003)Gamification in theory and action: A survey (2014)Basics of qualitative research : techniques and procedures for developing grounded theory (1998)School Engagement: Potential of the Concept, State of the Evidence (2004)What Video Games Have to Teach Us about Learning and Literacy (2004)Computer-based technology and student engagement: a critical review of the literature (2017)Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017)Intrinsic Motivation and Self-Determination in Human Behavior (1985)The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)Gamifying learning experiences: Practical implications and outcomes (2013)Gamification Applications in E-learning: A Literature Review (2021)Gamification in Science Education. A Systematic Review of the Literature (2021)Self-efficacy: Toward a unifying theory of behavioral change. (1977)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives (2001)The Gamification of Learning: a Meta-analysis (2019)What Do We Mean by Blended Learning? (2019)Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts (2020)The need to belong: Desire for interpersonal attachments as a fundamental human motivation. (1995)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)A Theory of Social Comparison Processes (1954)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education (2021)Gamification of e-learning in higher education: a systematic literature review (2023)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)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 systematic literature review of empirical evidence on computer games and serious games (2012)Foundations of Game-Based Learning (2015)Virtual reality and gamification in education: a systematic review (2024)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)The theory of planned behavior (1991)User Acceptance of Information Technology: Toward A Unified View1 (2003)Using gamification to support learning English as a second language: a systematic review (2019)Consumers acceptance of artificially intelligent (AI) device use in service delivery (2019)Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction (2019)
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References

  • 2011From game design elements to gamefulness11,928 cited
  • 2016How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction2,602 cited
  • 2017The Rise of Motivational Information Systems: A Review of Gamification Research2,229 cited
  • 2018Gamified learning in higher education: A systematic review of the literature1,181 cited
  • 2014Gamification for Engaging Computer Science Students in Learning Activities: A Case Study545 cited
  • 2017To gamify or not to gamify? An experimental field study of the influence of badges on motivation, activity, and performance in an online learning course327 cited
  • 2018Gamification and serious games: A literature meta-analysis and integrative model245 cited
  • 2018Examining competitive, collaborative and adaptive gamification in young learners' math learning231 cited
  • 2016Incorporating meaningful gamification in a blended learning research methods class: Examining student learning, engagement, and affective outcomes147 cited
  • 2015Gamification in E-Learning: Introducing Gamified Design Elements into E-Learning Systems123 cited
  • 2019Gamification as a tool for engaging student learning: A field experiment with a gamified app122 cited
  • 2015Study of Gamification Effectiveness in Online e-Learning Systems79 cited
  • 2017The Use of Gamification in Higher Education: An Empirical Study62 cited

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  • 2019AN EMPIRICAL STUDY ON GAMIFICATION FOR LEARNING PROGRAMMING LANGUAGE WEBSITE41 cited
  • 2018A Model to Investigate Preference for Use of Gamification in a Learning Activity38 cited
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