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The impact of gamification on students’ learning, engagement and behavior based on their personality traits
4 references·16 citing·48 second hop
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References

  • 1992The development of markers for the Big-Five factor structure.5,506 cited
  • 2014Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance1,927 cited
  • 2017Gamifying education: what is known, what is believed and what remains uncertain: a critical review1,450 cited
  • 2015Towards understanding the effects of individual gamification elements on intrinsic motivation and performance995 cited

Cited by

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  • 2022Thai undergraduate science, technology, engineering, arts, and math (STEAM) creative thinking and innovation skill development: a conceptual model using a digital virtual classroom learning environment138 cited
  • 2021Gamification during Covid-19: Promoting active learning and motivation in higher education111 cited
  • 2021Effects of gender and personality differences on students’ perception of game design elements in educational gamification107 cited
  • 2025The Effect of AI Gamification on Students’ Engagement and Academic Achievement in Malaysia: SEM Analysis Perspectives

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  • 2024Gamification is not Working: Why?59 cited