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Online Game-Based Formative Assessment: Distant Learners Post Graduate Students’ Challenges Towards Quizizz
16 references·0 citing·48 second hop
Online Game-Based Formative Assessment: Distant Learners Post Graduate Students’ Challenges Towards Quizizz (2020)Online Game-Based Formative Assessment: D…Making Learning Fun : A Taxonomy of Intrinsic Motivations for Learning (2021)Making Learning Fun : A Taxon…Using Quizizz to Integrate Fun Multiplayer Activity in the Accounting Classroom (2019)Using Quizizz to Integrate Fu…The role of gamified e-quizzes on student learning and engagement: An interactive gamification solution for a formative assessment system (2019)The role of gamified e-quizze…Comparing success and engagement in gamified learning experiences via Kahoot and Quizizz (2019)Comparing success and engagem…A comparison of flipped learning with gamification, traditional learning, and online independent study: the effects on students’ mathematics achievement and cognitive engagement (2018)A comparison of flipped learn…Teaching in a Digital Age: How Educators Use Technology to Improve Student Learning (2016)Teaching in a Digital Age: Ho…(Re)Defining Gamification: A Process Approach (2014)(Re)Defining Gamification: A …A User-Centered Theoretical Framework for Meaningful Gamification (2012)A User-Centered Theoretical F…Using game theory and Competition-based Learning to stimulate student motivation and performance (2010)Using game theory and Competi…Situational interest and academic achievement in the active-learning classroom (2009)Situational interest and acad…The Four-Phase Model of Interest Development (2006)The Four-Phase Model of Inter…Listen to the Natives. (2006)Listen to the Natives.Don't bother me, Mom, I'm learning! (2006)Don't bother me, Mom, I'm lea…Encyclopedia of psychology (2004)Encyclopedia of psychologyGames, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…Autonomy and Relatedness as Fundamental to Motivation and Education (1991)Autonomy and Relatedness as F…Equilibrium points in n -person games (1950)The Evolution of Cooperation (1981)A collaborative game-based learning approach to improving students' learning performance in science courses (2012)The effect of virtual achievements on student engagement (2013)Investigating the effects of gamification-enhanced flipped learning on undergraduate students’ behavioral and cognitive engagement (2018)Theory of games and economic behavior (2019)Self-efficacy: Toward a unifying theory of behavioral change. 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References

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  • 2002Games, Motivation, and Learning: A Research and Practice Model3,211 cited
  • 2021Making Learning Fun : A Taxonomy of Intrinsic Motivations for Learning907 cited
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  • 2019The role of gamified e-quizzes on student learning and engagement: An interactive gamification solution for a formative assessment system446 cited
  • 2019Comparing success and engagement in gamified learning experiences via Kahoot and Quizizz418 cited
  • 2009Situational interest and academic achievement in the active-learning classroom403 cited
  • 2014(Re)Defining Gamification: A Process Approach393 cited
  • 1991Autonomy and Relatedness as Fundamental to Motivation and Education312 cited
  • 2019Using Quizizz to Integrate Fun Multiplayer Activity in the Accounting Classroom

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298 cited
  • 2018A comparison of flipped learning with gamification, traditional learning, and online independent study: the effects on students’ mathematics achievement and cognitive engagement295 cited
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