SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Gamification Effects on Motivation and Learning: Application to Primary and College Students
16 references·4 citing·32 second hop
Gamification Effects on Motivation and Learning: Application to Primary and College Students (2017)Gamification Effects on Motivation and Le…The Discovery of Grounded Theory (2017)The Discovery of Grounded The…The Discovery of Grounded Theory (2017)The Discovery of Grounded The…The benefits of playing video games. (2013)The benefits of playing video…The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)The Gamification of Learning …Reality is broken: why games make us better and how they can change the world (2012)Reality is broken: why games …From game design elements to gamefulness (2011)From game design elements to …Designing and Conducting Mixed Methods Research (2007)Designing and Conducting Mixe…Research in Education: Evidence Based Inquiry (2005)Research in Education: Eviden…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…Research design: qualitative, quantitative, and mixed methods approaches (2003)Research design: qualitative,…Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Intrinsic and Extrinsic Motiv…Research Design: Qualitative, Quantitative, and Mixed Methods Approaches (1994)Research Design: Qualitative,…Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…Social Foundations of Thought and Action : A Social Cognitive Theory (1985)Social Foundations of Thought…Trends and gaps in empirical research on gamification in science education: A systematic review of the literature (2023)Trends and gaps in empirical …A Mixed-Methods Study of Marketing Students’ Game-Playing Motivations and Gamification Elements (2022)A Mixed-Methods Study of Mark…RETRACTED: Capturing potential impact of challenge-based gamification on gamified quizzing in the classroom (2021)RETRACTED: Capturing potentia…A systematized review on diabetes gamification (2020)A systematized review on diab…Flow: The Psychology of Optimal Experience (1991)Gamification. using game-design elements in non-gaming contexts (2011)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (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)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Motivational Beliefs, Values, and Goals (2002)Technology Acceptance Model 3 and a Research Agenda on Interventions (2008)Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions (2020)The Discovery of Grounded Theory; Strategies for Qualitative Research (1968)Qualitative Analysis for Social Scientists (1987)Grounded theory research: Procedures, canons, and evaluative criteria (1990)Using Mixed-Methods Sequential Explanatory Design: From Theory to Practice (2005)Case study research: design and methods (2011)Exploring the credibility of online celebrities' Instagram profiles in influencing the purchase decisions of young female users (2016)Toward a Definition of Mixed Methods Research (2007)Bridging the Qualitative–Quantitative Divide: Guidelines for Conducting Mixed Methods Research in Information Systems1 (2013)A Concise Introduction to Mixed Methods Research (2021)Integrating quantitative and qualitative research: how is it done? (2006)Achieving Effective Remote Working During the COVID‐19 Pandemic: A Work Design Perspective (2020)Subjective well-being: Three decades of progress. (1999)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)The benefits of being present: Mindfulness and its role in psychological well-being. (2003)The theory of planned behavior (1991)A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies (2000)User Acceptance of Information Technology: Toward A Unified View1 (2003)GameFlow (2005)Event tourism: Definition, evolution, and research (2007)Measuring and defining the experience of immersion in games (2008)Qualitative Quality: Eight “Big-Tent” Criteria for Excellent Qualitative Research (2010)Using the framework method for the analysis of qualitative data in multi-disciplinary health research (2013)
this work references cited by second hop

References

  • 1994Research Design: Qualitative, Quantitative, and Mixed Methods Approaches35,275 cited
  • 2017The Discovery of Grounded Theory25,772 cited
  • 2007Designing and Conducting Mixed Methods Research23,260 cited
  • 1985Social Foundations of Thought and Action : A Social Cognitive Theory19,175 cited
  • 2003Research design: qualitative, quantitative, and mixed methods approaches18,745 cited
  • 2000Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions18,652 cited
  • 1990Flow: the psychology of optimal experience12,637 cited
  • 1991Flow: The Psychology of Optimal Experience9,395 cited
  • 2011From game design elements to gamefulness8,391 cited
  • 2017The Discovery of Grounded Theory8,346 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 2012The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education3,765 cited
  • 2005Research in Education: Evidence Based Inquiry3,473 cited
  • 2012Reality is broken: why games make us better and how they can change the world2,923 cited

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

  • 2013The benefits of playing video games.2,456 cited
  • Cited by

    • 2021RETRACTED: Capturing potential impact of challenge-based gamification on gamified quizzing in the classroom46 cited
    • 2023Trends and gaps in empirical research on gamification in science education: A systematic review of the literature33 cited
    • 2020A systematized review on diabetes gamification30 cited
    • 2022A Mixed-Methods Study of Marketing Students’ Game-Playing Motivations and Gamification Elements29 cited