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Evaluation of awarding badges on Student’s engagement in Gamified e-learning systems
16 references·1 citing·39 second hop
Evaluation of awarding badges on Student’s engagement in Gamified e-learning systems (2019)Evaluation of awarding badges on Student’…Gamification in theory and action: A survey (2014)Gamification in theory and ac…Gamification for Engaging Computer Science Students in Learning Activities: A Case Study (2014)Gamification for Engaging Com…Demographic differences in perceived benefits from gamification (2014)Demographic differences in pe…An empirical study comparing gamification and social networking on e-learning (2014)An empirical study comparing …A systematic mapping on gamification applied to education (2014)A systematic mapping on gamif…Gamification. using game-design elements in non-gaming contexts (2011)Gamification. using game-desi…Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps (2011)Gamification by Design: Imple…From game design elements to gamefulness (2011)From game design elements to …The national survey of student engagement: Conceptual and empirical foundations (2009)The national survey of studen…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…What video games have to teach us about learning and literacy (2003)What video games have to teac…Digital Natives, Digital Immigrants Part 2: Do They Really Think Differently? (2001)Digital Natives, Digital Immi…Digital Natives, Digital Immigrants Part 1 (2001)Digital Natives, Digital Immi…Motivation in action: A process model of L2 motivation (1998)Motivation in action: A proce…Motivation in the classroom: Reciprocal effects of teacher behavior and student engagement across the school year. (1993)Motivation in the classroom: …Screening, Predicting, and Computer Experiments (1992)Screening, Predicting, and Co…Taking the pulse of a classroom with a gamified audience response system (2021)Taking the pulse of a classro…Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. (1994)Cultivating Communities of Practice: A Guide to Managing Knowledge (2002)Gamifying learning experiences: Practical implications and outcomes (2013)Foundations of Game-Based Learning (2015)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Rules of Play: Game Design Fundamentals (2003)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Leaving College: Rethinking the Causes and Cures of Student Attrition (1988)What Matters in College? Four Critical Years Revisited. (1994)What Student Affairs Professionals Need to Know About Student Engagement (2009)Framing student engagement in higher education (2011)Student Involvement: A Developmental Theory for Higher Education (2014)The effect of gamification on motivation and engagement (2017)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)Digital game-based learning (2003)The ‘digital natives’ debate: A critical review of the evidence (2008)Covid-19 pandemic and online learning: the challenges and opportunities (2020)Educating the Net Generation (2005)Who interacts on the Web?: The intersection of users’ personality and social media use (2009)Digital Natives, Digital Immigrants (2012)Digital Natives, Digital Immigrants (2013)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Motivational and self-regulated learning components of classroom academic performance. (1990)Self-Efficacy and Academic Motivation (1991)Games, Motivation, and Learning: A Research and Practice Model (2002)Motivational Beliefs, Values, and Goals (2002)School Engagement: Potential of the Concept, State of the Evidence (2004)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)The Gamification of Learning: a Meta-analysis (2019)Situated Learning (1991)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)
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  • 2001Digital Natives, Digital Immigrants Part 111,789 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
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545 cited
  • 2014A systematic mapping on gamification applied to education428 cited
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    • 2021Taking the pulse of a classroom with a gamified audience response system25 cited