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Engaging online students through the gamification of learning materials: The present and the future.
9 references·0 citing·42 second hop
Engaging online students through the gamification of learning materials: The present and the future. (2013)Engaging online students through the gami…The effect of uncertainty on learning in game-like environments (2013)The effect of uncertainty on …Reality is broken: why games make us better and how they can change the world (2012)Reality is broken: why games …Students’ perceptions about the use of video games in the classroom (2009)Students’ perceptions about t…Alternate reality gaming and convergence culture (2007)Alternate reality gaming and …Best Practices for Online Business Education (2006)Best Practices for Online Bus…Educating the Net Generation (2005)Educating the Net GenerationVideo Games in Education (2003)Video Games in EducationBoomers, Gen-Xers, and Millennials: Understanding the "New Students.". (2003)Boomers, Gen-Xers, and Millen…Digital Natives, Digital Immigrants Part 2: Do They Really Think Differently? (2001)Digital Natives, Digital Immi…Hamlet on the Holodeck (1997)The ‘digital natives’ debate: A critical review of the evidence (2008)The Theory and Practice of Online Learning (2008)e-Learning, online learning, and distance learning environments: Are they the same? (2010)Toward a Theory of Intrinsically Motivating Instruction* (1981)Learning in immersive worlds: A review of game-based learning (2006)Educational game design for online education (2008)Short- and long-term benefits of cognitive training (2011)Theoretical Foundations of Learning Environments (2014)Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Self-Efficacy: The Exercise of Control (1999)Internet parenting styles and the impact on Internet use of primary school children (2010)A meta-analysis of serious digital games for healthy lifestyle promotion (2014)Why do people play games? A meta-analysis (2017)Textual poachers : television fans & participatory culture (1992)TV Drama in Transition (1997)Mediatized tourism (2011)Alternate Reality Games as Platforms for Practicing 21st-Century Literacies (2012)Transmedia world-building: The Shadow (1931–present) and Transformers (1984–present) (2015)Digital natives: Where is the evidence? (2009)Digital Natives, Digital Immigrants (2012)Digital Natives, Digital Immigrants (2013)The relationship between addictive use of social media, narcissism, and self-esteem: Findings from a large national survey (2016)Review of research in education (1973)Beyond boredom and anxiety (1975)Rules of Play: Game Design Fundamentals (2003)From duels to classroom competition: Social competition and learning in educational videogames within different group sizes (2015)Hybrid learning style identification and developing adaptive problem-solving learning activities (2015)Gamification of Learning Deactivates the Default Mode Network (2016)Seven Principles for Good Practice in Undergraduate Education (1989)Situated Learning: Legitimate Peripheral Participation. (1994)Multimedia Learning (2002)Effective Instructor Feedback: Perceptions of Online Graduate Students (2009)What the Best Online Teachers Should Do (2011)Online Discussion Boards: The Practice of Building Community for Adult Learners (2017)The Information-Age Mindset: Changes in Students and Implications for Higher Education (2000)First year students' experiences with technology: Are they really digital natives? (2008)Information technology and Gen Z: The role of teachers, the internet, and technology in the education of young people (2021)The benefits of playing video games. (2013)Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy (2016)The Digital Workforce and the Workplace of the Future (2016)
this work references cited by second hop

References

  • 2001Digital Natives, Digital Immigrants Part 2: Do They Really Think Differently?4,031 cited
  • 2012Reality is broken: why games make us better and how they can change the world2,923 cited
  • 2005Educating the Net Generation2,290 cited
  • 2003Boomers, Gen-Xers, and Millennials: Understanding the "New Students.".757 cited
  • 2003Video Games in Education711 cited
  • 2009Students’ perceptions about the use of video games in the classroom510 cited
  • 2006Best Practices for Online Business Education102 cited
  • 2013The effect of uncertainty on learning in game-like environments95 cited
  • 2007Alternate reality gaming and convergence culture55 cited

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