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Gamifikasi (Gamification) Konsep dan Penerapan
13 references·0 citing·40 second hopsampled
Gamifikasi (Gamification) Konsep dan Penerapan (2020)Gamifikasi (Gamification) Konsep dan Pene…Gamification: A cognitive-emotional view (2018)Gamification: A cognitive-emo…Gamification and serious games: A literature meta-analysis and integrative model (2018)Gamification and serious game…Analysis of Gamification Models in Education Using MDA Framework (2018)Analysis of Gamification Mode…The Rise of Motivational Information Systems: A Review of Gamification Research (2017)The Rise of Motivational Info…Publication trends in gamification: A systematic mapping study (2017)Publication trends in gamific…A definition for gamification: anchoring gamification in the service marketing literature (2016)A definition for gamification…Towards understanding the effects of individual gamification elements on intrinsic motivation and performance (2015)Towards understanding the eff…The Effects of Game Dynamics on User Engagement in Gamified Systems (2015)The Effects of Game Dynamics …Level Up Your Strategy: Towards a Descriptive Framework for Meaningful Enterprise Gamification (2015)Level Up Your Strategy: Towar…Is it all a game? Understanding the principles of gamification (2015)Is it all a game? Understandi…Towards the Gamification of Learning: Investigating Student Perceptions of Game Elements (2014)Towards the Gamification of L…Gamification in theory and action: A survey (2014)Gamification in theory and ac…Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does Gamification Work? -- A …Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)From game design elements to gamefulness (2011)Gamification of health professions education: a systematic review (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)The theory of planned behavior (1991)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)The Elements Of Psychology (1905)Welcome to the experience economy. (1998)Idolized: Music, Media, and Identity in American Idol (2011)The Digital Workforce and the Workplace of the Future (2016)The effect of gamification on motivation and engagement (2017)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Evolving to a New Dominant Logic for Marketing (2003)Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction (2019)Enhancing user engagement: The role of gamification in mobile apps (2021)Science and Human Behavior (1953)The Gamification of Learning: a Meta-analysis (2019)Basics of Qualitative Research: Grounded Theory Procedures and Techniques (1993)Encouraging intrinsic motivation in management training: The use of business simulation games (2019)Main gamification concepts: A systematic mapping study (2019)The Effects of Gamification in Online Learning Environments: A Systematic Literature Review (2019)The Art of Game Design (2008)Learning through play: Gamification model in university-level distance learning (2021)Revealing the hotspots of educational gamification: An umbrella review (2021)Gamification in Education: Why, Where, When, and How?—A Systematic Review (2023)Stress, appraisal, and coping (1985)Stress: Appraisal and Coping (2013)Gamification and online impulse buying: The moderating effect of gender and age (2020)Travel Anxiety, Risk Attitude and Travel Intentions towards “Travel Bubble” Destinations in Hong Kong: Effect of the Fear of COVID-19 (2020)Uncovering the dark side of gamification at work: Impacts on engagement and well-being (2020)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)User Acceptance of Information Technology: Toward A Unified View1 (2003)The effects of competition in digital game-based learning (DGBL): a meta-analysis (2020)Social robots and gamification for technology supported learning: An empirical study on engagement and motivation (2021)Customer experience in digital banking: a review and future research directions (2022)Past, present, and future of customer engagement (2021)
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References

  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification5,197 cited
  • 2014Gamification in theory and action: A survey2,509 cited
  • 2017The Rise of Motivational Information Systems: A Review of Gamification Research1,764 cited
  • 2016A definition for gamification: anchoring gamification in the service marketing literature1,089 cited
  • 2015Towards understanding the effects of individual gamification elements on intrinsic motivation and performance995 cited
  • 2015Is it all a game? Understanding the principles of gamification837 cited
  • 2018Gamification: A cognitive-emotional view246 cited
  • 2018Gamification and serious games: A literature meta-analysis and integrative model245 cited
  • 2017Publication trends in gamification: A systematic mapping study192 cited
  • 2018Analysis of Gamification Models in Education Using MDA Framework180 cited
  • 2014Towards the Gamification of Learning: Investigating Student Perceptions of Game Elements158 cited
  • 2015Level Up Your Strategy: Towards a Descriptive Framework for Meaningful Enterprise Gamification101 cited
  • 2015The Effects of Game Dynamics on User Engagement in Gamified Systems66 cited

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