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Gamification: a new key for enhancing engagement in MOOCs on energy?
16 references·0 citing·43 second hop
Gamification: a new key for enhancing engagement in MOOCs on energy? (2020)Gamification: a new key for enhancing eng…Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017)Gamifying education: what is …Why do people use gamification services? (2015)Why do people use gamificatio…Towards understanding the effects of individual gamification elements on intrinsic motivation and performance (2015)Towards understanding the eff…The Lens of Intrinsic Skill Atoms: A Method for Gameful Design (2015)The Lens of Intrinsic Skill A…Gamification in Education: A Systematic Mapping Study (2015)Gamification in Education: A …Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Challenging games help studen…The benefits of playing video games. (2013)The benefits of playing video…Qualitative inquiry & research design : choosing among five approaches (2013)Qualitative inquiry & researc…Gamifying learning experiences: Practical implications and outcomes (2013)Gamifying learning experience…For the Win: How Game Thinking Can Revolutionize Your Business (2012)For the Win: How Game Thinkin…Gamification in Education: What, How, Why Bother? (2011)Gamification in Education: Wh…Teens, Video Games, and Civics: Teens' Gaming Experiences Are Diverse and Include Significant Social Interaction and Civic Engagement. (2008)Teens, Video Games, and Civic…Facilitating optimal motivation and psychological well-being across life's domains. (2008)Facilitating optimal motivati…Qualitative inquiry and research design: Choosing among five approaches, 2nd ed. (2007)Qualitative inquiry and resea…School Engagement: Potential of the Concept, State of the Evidence (2004)School Engagement: Potential …Motivation in the classroom: Reciprocal effects of teacher behavior and student engagement across the school year. (1993)Motivation in the classroom: …Mind in Society: The Development of Higher Psychological Processes (1978)Social Learning Theory. (1978)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)A Large-Scale Test of the Goldilocks Hypothesis (2017)Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. (2017)Problematic online gaming and the COVID-19 pandemic (2020)Self-Efficacy: The Exercise of Control (1999)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Capturing autonomy, competence, and relatedness at work: Construction and initial validation of the Work‐related Basic Need Satisfaction scale (2010)Motivation, Personality, and Development Within Embedded Social Contexts: An Overview of Self-Determination Theory (2012)On psychological growth and vulnerability: Basic psychological need satisfaction and need frustration as a unifying principle. (2013)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)From game design elements to gamefulness (2011)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)An Attributional Theory of Motivation and Emotion (1986)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Motivational and self-regulated learning components of classroom academic performance. (1990)Sense of relatedness as a factor in children's academic engagement and performance. (2003)Handbook of Motivation at School (2009)The Influence of Affective Teacher–Student Relationships on Students’ School Engagement and Achievement (2011)Intrinsic Motivation and Self-Determination in Human Behavior (1985)The need to belong: Desire for interpersonal attachments as a fundamental human motivation. (1995)The Four-Phase Model of Interest Development (2006)Customer Engagement (2011)The ICAP Framework: Linking Cognitive Engagement to Active Learning Outcomes (2014)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Common method biases in behavioral research: A critical review of the literature and recommended remedies. (2003)Gamified learning in higher education: A systematic review of the literature (2018)The role of gamified e-quizzes on student learning and engagement: An interactive gamification solution for a formative assessment system (2019)Enhancing user engagement: The role of gamification in mobile apps (2021)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)Does Sample Size Matter in Qualitative Research?: A Review of Qualitative Interviews in is Research (2013)Qualitative Interview Design: A Practical Guide for Novice Investigators (2014)Metodologi Penelitian Kualitatif (2022)A systematic review of gamification in e-Health (2017)The Gamification of Learning: a Meta-analysis (2019)Justifying Knowledge, Justifying Method, Taking Action: Epistemologies, Methodologies, and Methods in Qualitative Research (2007)Consumer engagement in online brand communities: a social media perspective (2015)Characterising and justifying sample size sufficiency in interview-based studies: systematic analysis of qualitative health research over a 15-year period (2018)
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References

  • 2004School Engagement: Potential of the Concept, State of the Evidence12,540 cited
  • 2013Qualitative inquiry & research design : choosing among five approaches12,068 cited
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  • 2013The benefits of playing video games.2,456 cited
  • 2012For the Win: How Game Thinking Can Revolutionize Your Business2,354 cited
  • 2013Gamifying learning experiences: Practical implications and outcomes2,013 cited
  • 2015Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning1,710 cited
  • 2015Gamification in Education: A Systematic Mapping Study1,551 cited
  • 2017Gamifying education: what is known, what is believed and what remains uncertain: a critical review1,450 cited
  • 2011Gamification in Education: What, How, Why Bother?1,242 cited
  • 2015Towards understanding the effects of individual gamification elements on intrinsic motivation and performance995 cited
  • 2015Why do people use gamification services?643 cited

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  • 2015The Lens of Intrinsic Skill Atoms: A Method for Gameful Design515 cited
  • 2008Teens, Video Games, and Civics: Teens' Gaming Experiences Are Diverse and Include Significant Social Interaction and Civic Engagement.388 cited
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