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Teaching Presence in Online Gamified Education for Sustainability Learning
11 references·3 citing·48 second hop
Teaching Presence in Online Gamified Education for Sustainability Learning (2020)Teaching Presence in Online Gamified Educ…Social presence in relation to students' satisfaction and learning in the online environment: A meta-analysis (2017)Social presence in relation t…Serious Games and Edutainment Applications (2017)Serious Games and Edutainment…Mindfulness and sustainable consumption: A systematic literature review of research approaches and findings (2017)Mindfulness and sustainable c…In search of a better understanding of social presence: an investigation into how researchers define social presence (2017)In search of a better underst…Gaming for Earth: Serious games and gamification to engage consumers in pro-environmental behaviours for energy efficiency (2017)Gaming for Earth: Serious gam…Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017)Gamifying education: what is …Increasing Social Presence in Online Learning through Small Group Discussions (2016)Increasing Social Presence in…Gamification Elements for Learning Applications (2016)Gamification Elements for Lea…“Working out for likes”: An empirical study on social influence in exercise gamification (2015)“Working out for likes”: An e…Gamification in Education and Business (2014)Gamification in Education and…Interaction between Learning and Development (1980)Interaction between Learning …Gamification for sustainability: A systematic review of applications, trends, and opportunities (2024)Gamification for sustainabili…Flipped Classroom and Gamification Approach: Its Impact on Performance and Academic Commitment on Sustainable Learning in Education (2022)Flipped Classroom and Gamific…Online Gamified Learning to Enhance Teachers’ Competencies Using Classcraft (2021)Online Gamified Learning to E…Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)The theory of planned behavior (1991)Common method biases in behavioral research: A critical review of the literature and recommended remedies. 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(2023)A Theory of Cognitive Dissonance (1957)A Theory of Cognitive Dissonance (2017)Gamification: Predicting the effectiveness of variety game design elements to intrinsically motivate users' energy conservation behaviour (2018)Gamification and online consumer decisions: Is the game over? (2019)Gamification to prevent climate change: a review of games and apps for sustainability (2021)The Constitution of Society. Outline of the Theory of Structuration (1984)The benefits of being present: Mindfulness and its role in psychological well-being. (2003)Unraveling customer sustainable consumption behaviors in sharing economy: A socio-economic approach based on social exchange theory (2018)Linking sustainable product attributes and consumer decision-making: Insights from a systematic review (2019)Education for sustainability (2020)An Empirical Test of the Theory of Gamified Learning (2014)Gamification of task performance with leaderboards: A goal setting experiment (2015)Gamification in the Workplace: The Central Role of the Aesthetic Experience (2017)Traditional games in elementary school: Relationships of student’s personality traits, motivation and experience with learning outcomes (2018)Social robots and gamification for technology supported learning: An empirical study on engagement and motivation (2021)The key elements of gamification in corporate training – The Delphi method (2021)Education at a Glance 2013 (2013)Measuring Student Engagement in the Online Course: The Online Student Engagement Scale (OSE) (2015)The Constant Comparative Analysis Method Outside of Grounded Theory (2015)
this work references cited by second hop

References

  • 1980Interaction between Learning and Development2,150 cited
  • 2017Gamifying education: what is known, what is believed and what remains uncertain: a critical review1,450 cited
  • 2017Social presence in relation to students' satisfaction and learning in the online environment: A meta-analysis785 cited
  • 2014Gamification in Education and Business494 cited
  • 2015“Working out for likes”: An empirical study on social influence in exercise gamification473 cited
  • 2017Mindfulness and sustainable consumption: A systematic literature review of research approaches and findings311 cited
  • 2017Gaming for Earth: Serious games and gamification to engage consumers in pro-environmental behaviours for energy efficiency243 cited
  • 2016Increasing Social Presence in Online Learning through Small Group Discussions224 cited
  • 2017In search of a better understanding of social presence: an investigation into how researchers define social presence148 cited
  • 2017Serious Games and Edutainment Applications116 cited
  • 2016Gamification Elements for Learning Applications101 cited

Cited by

  • 2022Flipped Classroom and Gamification Approach: Its Impact on Performance and Academic Commitment on Sustainable Learning in Education63 cited
  • 2024Gamification for sustainability: A systematic review of applications, trends, and opportunities43 cited

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2021
Online Gamified Learning to Enhance Teachers’ Competencies Using Classcraft
43 cited