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Design of English Vocabulary Mobile Apps Using Gamification: An Indonesian Case Study for Kindergarten
11 references·1 citing·50 second hop
Design of English Vocabulary Mobile Apps Using Gamification: An Indonesian Case Study for Kindergarten (2020)Design of English Vocabulary Mobile Apps …Having fun while receiving rewards?: Exploration of gamification in loyalty programs for consumer loyalty (2019)Having fun while receiving re…Cloud-assisted gamification for education and learning – Recent advances and challenges (2019)Cloud-assisted gamification f…Gamification: A cognitive-emotional view (2018)Gamification: A cognitive-emo…Deploying learning materials to game content for serious education game development: A case study (2018)Deploying learning materials …Analysis of Gamification Models in Education Using MDA Framework (2018)Analysis of Gamification Mode…An educational game to teach numbers in Brazilian Sign Language while having fun (2018)An educational game to teach …A Gamification Interactive Typing for Primary School Visually Impaired Children in Indonesia (2017)A Gamification Interactive Ty…Interactivia.ro – A study of a gamification framework using zero-cost tools (2016)Interactivia.ro – A study of …Integration of Gamification Technology in Education (2016)Integration of Gamification T…Smart Gamification and Smart Serious Games (2015)Smart Gamification and Smart …Kindergarten literacy assessment of English Only and English language learner students: An examination of the predictive validity of three phonemic awareness measures (2009)Kindergarten literacy assessm…An Examination of the Factors and Challenges to Adopting Gamification in English Foreign Language Teaching (2022)An Examination of the Factors…Business process improvement : the breakthrough strategy for total quality, productivity, and competitiveness (1991)Serious Games: Games That Educate, Train, and Inform (2005)Diffusion of Innovation (2015)Gamification and Customers Experience in the Hospitality Industry (2020)Winning Over the Players: Investigating the Motivations to Play and Acceptance of Serious Games (2021)Learning to read and write: A longitudinal study of 54 children from first through fourth grades. 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this work references cited by second hop

References

  • 2019Having fun while receiving rewards?: Exploration of gamification in loyalty programs for consumer loyalty363 cited
  • 2018Gamification: A cognitive-emotional view246 cited
  • 2018Analysis of Gamification Models in Education Using MDA Framework180 cited
  • 2019Cloud-assisted gamification for education and learning – Recent advances and challenges111 cited
  • 2016Integration of Gamification Technology in Education94 cited
  • 2016Interactivia.ro – A study of a gamification framework using zero-cost tools58 cited
  • 2018Deploying learning materials to game content for serious education game development: A case study51 cited
  • 2015Smart Gamification and Smart Serious Games40 cited
  • 2009Kindergarten literacy assessment of English Only and English language learner students: An examination of the predictive validity of three phonemic awareness measures40 cited
  • 2017A Gamification Interactive Typing for Primary School Visually Impaired Children in Indonesia39 cited
  • 2018An educational game to teach numbers in Brazilian Sign Language while having fun37 cited

Cited by

  • 2022An Examination of the Factors and Challenges to Adopting Gamification in English Foreign Language Teaching32 cited

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