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Gamification in STEM programming courses: State of the art
14 references·4 citing·41 second hopsampled
Gamification in STEM programming courses: State of the art (2020)Gamification in STEM programming courses:…Gamification through leaderboards: An empirical study in engineering education (2019)Gamification through leaderbo…Engagement in the course of programming in higher education through the use of gamification (2019)Engagement in the course of p…Gamified learning in higher education: A systematic review of the literature (2018)Gamified learning in higher e…Gamification in software engineering education: A systematic mapping (2018)Gamification in software engi…Collecting Pokémon or receiving rewards? How people functionalise badges in gamified online learning environments in the wild (2018)Collecting Pokémon or receivi…The Rise of Motivational Information Systems: A Review of Gamification Research (2017)The Rise of Motivational Info…GAMIFICATION IN HIGHER EDUCATION AND STEM: A SYSTEMATIC REVIEW OF LITERATURE (2016)GAMIFICATION IN HIGHER EDUCAT…Climbing up the leaderboard: an empirical study of applying Gamification techniques to a computer programming class (2016)Climbing up the leaderboard: …Khan academy gamifies computer science (2014)Khan academy gamifies compute…Gamification in theory and action: A survey (2014)Gamification in theory and ac…Gamification for Engaging Computer Science Students in Learning Activities: A Case Study (2014)Gamification for Engaging Com…From game design elements to gamefulness (2011)From game design elements to …Scoping studies: towards a methodological framework (2005)Scoping studies: towards a me…The general causality orientations scale: Self-determination in personality (1985)The general causality orienta…Exploring the effects of personalized recommendations on student’s motivation and learning achievement in gamified mobile learning framework (2024)Exploring the effects of pers…How Personalization Affects Motivation in Gamified Review Assessments (2023)How Personalization Affects M…Game Elements towards More Sustainable Learning in Object-Oriented Programming Course (2022)Game Elements towards More Su…Personalization Improves Gamification (2021)Personalization Improves Gami…The Psychology of Interpersonal Relations. 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(1966)Intrinsic Motivation and Self-Determination in Human Behavior (1985)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)The Development and Validation of a Scale to Measure Self-Compassion (2003)Self‐determination theory and work motivation (2005)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Rules of Play: Game Design Fundamentals (2003)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)A Comparison of Results of Meta-analyses of Randomized Control Trials and Recommendations of Clinical Experts (1992)Qualitative research in health care: Analysing qualitative data (2000)Qualitative data analysis for applied policy research (2002)Scoping studies: advancing the methodology (2010)PRISMA Extension for Scoping Reviews (PRISMA-ScR): Checklist and Explanation (2018)Systematic review or scoping review? Guidance for authors when choosing between a systematic or scoping review approach (2018)Basics of qualitative research : techniques and procedures for developing grounded theory (1998)School Engagement: Potential of the Concept, State of the Evidence (2004)What Video Games Have to Teach Us about Learning and Literacy (2004)Computer-based technology and student engagement: a critical review of the literature (2017)Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts (2020)The effect of using Kahoot! for learning – A literature review (2020)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)The Gamification of Learning: a Meta-analysis (2019)The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)State of Research on Gamification in Education: A Bibliometric Survey (2021)Negative effects of gamification in education software: Systematic mapping and practitioner perceptions (2022)Gamification of e-learning in higher education: a systematic literature review (2023)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)The theory of planned behavior (1991)Consumers acceptance of artificially intelligent (AI) device use in service delivery (2019)Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction (2019)Self-efficacy mechanism in human agency. (1982)Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives (1999)The role of gamified e-quizzes on student learning and engagement: An interactive gamification solution for a formative assessment system (2019)The Impact of Gamification on Learning Outcomes of Computer Science Majors (2020)The impact of gamification on learning and instruction: A systematic review of empirical evidence (2020)Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)
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References

  • 2005Scoping studies: towards a methodological framework37,853 cited
  • 2011From game design elements to gamefulness11,928 cited
  • 1985The general causality orientations scale: Self-determination in personality5,671 cited
  • 2014Gamification in theory and action: A survey2,989 cited
  • 2017The Rise of Motivational Information Systems: A Review of Gamification Research2,229 cited
  • 2018Gamified learning in higher education: A systematic review of the literature1,181 cited
  • 2014Gamification for Engaging Computer Science Students in Learning Activities: A Case Study545 cited
  • 2018Gamification in software engineering education: A systematic mapping225 cited
  • 2016Climbing up the leaderboard: an empirical study of applying Gamification techniques to a computer programming class194 cited
  • 2019Gamification through leaderboards: An empirical study in engineering education142 cited
  • 2014Khan academy gamifies computer science101 cited
  • 2016GAMIFICATION IN HIGHER EDUCATION AND STEM: A SYSTEMATIC REVIEW OF LITERATURE91 cited
  • 2019Engagement in the course of programming in higher education through the use of gamification83 cited
  • 2018Collecting Pokémon or receiving rewards? How people functionalise badges in gamified online learning environments in the wild65 cited

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Cited by

  • 2021Personalization Improves Gamification59 cited
  • 2023How Personalization Affects Motivation in Gamified Review Assessments41 cited
  • 2024Exploring the effects of personalized recommendations on student’s motivation and learning achievement in gamified mobile learning framework26 cited
  • 2022Game Elements towards More Sustainable Learning in Object-Oriented Programming Course24 cited