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Exploring instructors’ perspectives, practices, and perceived support needs and barriers related to the gamification of MOOCs
16 references·0 citing·43 second hop
Exploring instructors’ perspectives, practices, and perceived support needs and barriers related to the gamification of MOOCs (2020)Exploring instructors’ perspectives, prac…Designing and Conducting Mixed Methods Research, 3rd ed. (2018)Designing and Conducting Mixe…The Rise of Motivational Information Systems: A Review of Gamification Research (2017)The Rise of Motivational Info…Gamification in Education: A Systematic Mapping Study (2015)Gamification in Education: A …Actionable Gamification: Beyond Points, Badges, and Leaderboards (2015)Actionable Gamification: Beyo…Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service (2013)Transforming homo economicus …The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)The Gamification of Learning …Teacher beliefs and technology integration (2012)Teacher beliefs and technolog…Teacher beliefs and technology integration practices: A critical relationship (2012)Teacher beliefs and technolog…Reality is broken: why games make us better and how they can change the world (2012)Reality is broken: why games …A social gamification framework for a K-6 learning platform (2012)A social gamification framewo…From game design elements to gamefulness (2011)From game design elements to …The impact of primary school teachers’ educational beliefs on the classroom use of computers (2008)The impact of primary school …Designing and Conducting Mixed Methods Research (2007)Designing and Conducting Mixe…Teacher pedagogical beliefs: The final frontier in our quest for technology integration? (2005)Teacher pedagogical beliefs: …Two Decades of Developments in Qualitative Inquiry (2002)Two Decades of Developments i…Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Self-determination theory and…Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Gamification. using game-design elements in non-gaming contexts (2011)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Gamification in theory and action: A survey (2014)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Qualitative research and evaluation methods (1980)Qualitative evaluation and research methods (1990)Qualitative Data Analysis: An Expanded Sourcebook (1994)Evaluating Qualitative Research for Social Work Practitioners (2010)The influence of active learning practices on student anxiety in large-enrollment college science classrooms (2018)Artificial intelligence in supply chain and operations management: a multiple case study research (2023)Handbook of research on teaching (1986)Teachers' Beliefs and Educational Research: Cleaning up a Messy Construct (1992)Self-Efficacy: The Exercise of Control (1999)Teacher Technology Change (2010)What is Technological Pedagogical Content Knowledge (TPACK)? (2013)Basics of qualitative research : techniques and procedures for developing grounded theory (1998)Qualitative Research and Evaluation Methods (3rd ed.) (2003)Removing obstacles to the pedagogical changes required by Jonassen's vision of authentic technology-enabled learning (2012)Factors influencing digital technology use in early childhood education (2014)The Substitution Augmentation Modification Redefinition (SAMR) Model: a Critical Review and Suggestions for its Use (2016)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)The theory of planned behavior (1991)Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction (2019)Past, present, and future of customer engagement (2021)Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)The psychology of interpersonal relations. (1958)Intrinsic Motivation and Self-Determination in Human Behavior (1985)The need to belong: Desire for interpersonal attachments as a fundamental human motivation. (1995)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)The benefits of being present: Mindfulness and its role in psychological well-being. (2003)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)Toward a Definition of Mixed Methods Research (2007)Bridging the Qualitative–Quantitative Divide: Guidelines for Conducting Mixed Methods Research in Information Systems1 (2013)A Concise Introduction to Mixed Methods Research (2021)Qualitative Content Analysis: Theoretical Background and Procedures (2014)Mixed-Methods Research: A Discussion on its Types, Challenges, and Criticisms (2021)Understanding memorable tourism experiences and behavioural intentions of heritage tourists (2021)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)
this work references cited by second hop

References

  • 2000Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being.46,804 cited
  • 2007Designing and Conducting Mixed Methods Research23,260 cited
  • 2011From game design elements to gamefulness8,391 cited
  • 2012The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education3,765 cited
  • 2012Reality is broken: why games make us better and how they can change the world2,923 cited
  • 2002Two Decades of Developments in Qualitative Inquiry2,558 cited
  • 2005Teacher pedagogical beliefs: The final frontier in our quest for technology integration?2,409 cited
  • 2012Teacher beliefs and technology integration practices: A critical relationship2,104 cited
  • 2018Designing and Conducting Mixed Methods Research, 3rd ed.2,026 cited
  • 2017The Rise of Motivational Information Systems: A Review of Gamification Research1,764 cited
  • 2015Gamification in Education: A Systematic Mapping Study1,551 cited
  • 2012A social gamification framework for a K-6 learning platform854 cited
  • 2012Teacher beliefs and technology integration780 cited
  • 2015Actionable Gamification: Beyond Points, Badges, and Leaderboards779 cited
  • 2013Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service

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  • 2008The impact of primary school teachers’ educational beliefs on the classroom use of computers683 cited
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