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Systematic Review of Enjoyment Element in Health-Related Game-Based Learning
16 references·1 citing·41 second hop
Systematic Review of Enjoyment Element in Health-Related Game-Based Learning (2020)Systematic Review of Enjoyment Element in…Serious Gaming and Gamification Education in Health Professions: Systematic Review (2019)Serious Gaming and Gamificati…The effect of games and simulations on higher education: a systematic literature review (2017)The effect of games and simul…Gamification and student motivation (2014)Gamification and student moti…The benefits of playing video games. (2013)The benefits of playing video…Defining Media Enjoyment as the Satisfaction of Intrinsic Needs (2010)Defining Media Enjoyment as t…GameFlow (2005)GameFlowWhy do people play on-line games? An extended TAM with social influences and flow experience (2003)Why do people play on-line ga…Visitors’ flow experience while browsing a Web site: its measurement, contributing factors and consequences (2003)Visitors’ flow experience whi…Student engagement in high school classrooms from the perspective of flow theory. (2003)Student engagement in high sc…Explaining the enjoyment of playing video games: the role of competition (2003)Explaining the enjoyment of p…Beyond Nintendo: design and assessment of educational video games for first and second grade students (2002)Beyond Nintendo: design and a…Applying the Technology Acceptance Model and Flow Theory to Online Consumer Behavior (2002)Applying the Technology Accep…Extrinsic and Intrinsic Motivation to Use Computers in the Workplace 1 (1992)Extrinsic and Intrinsic Motiv…Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Toward a Theory of Intrinsically Motivating Instruction* (1981)Toward a Theory of Intrinsica…Homo Ludens: A Study of the Play-Element in Culture. (1951)Homo Ludens: A Study of the P…Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)Revealing the theoretical bas…The origins of intelligence in children. (1952)Science and Human Behavior (1953)Human Problem Solving. (1973)From game design elements to gamefulness (2011)Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies (2000)Trust and TAM in Online Shopping: An Integrated Model1 (2003)User Acceptance of Information Technology: Toward A Unified View1 (2003)Mind in Society: The Development of Higher Psychological Processes (1978)Social Learning Theory. 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(1990)Gamification. using game-design elements in non-gaming contexts (2011)A systematic literature review of empirical evidence on computer games and serious games (2012)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)The theory of planned behavior (1991)A meta-analysis of the technology acceptance model (2006)Acceptance of blog usage: The roles of technology acceptance, social influence and knowledge sharing motivation (2008)Apprenticeship in thinking: cognitive development in social context (1990)Handbook of Positive Psychology (2001)The Measurement of Student Engagement: A Comparative Analysis of Various Methods and Student Self-report Instruments (2012)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts (2020)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement (2009)Gamification and Game Based Learning for Vocational Education and Training: A Systematic Literature Review (2023)Using gamification to support learning in K‐12 education: A systematic literature review (2023)Exploring the impact of gamification on students’ academic performance: A comprehensive meta‐analysis of studies from the year 2008 to 2023 (2024)Identity and agency in cultural worlds (1999)Games, Motivation, and Learning: A Research and Practice Model (2002)Gamification in theory and action: A survey (2014)Common Method Variance in IS Research: A Comparison of Alternative Approaches and a Reanalysis of Past Research (2006)Technology Acceptance Model 3 and a Research Agenda on Interventions (2008)Toward a psychology of positive youth development. 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References

  • 1991Flow: The Psychology of Optimal Experience9,449 cited
  • 1951Homo Ludens: A Study of the Play-Element in Culture.6,561 cited
  • 1992Extrinsic and Intrinsic Motivation to Use Computers in the Workplace 16,331 cited
  • 2002Applying the Technology Acceptance Model and Flow Theory to Online Consumer Behavior3,205 cited
  • 2013The benefits of playing video games.2,590 cited
  • 2005GameFlow2,365 cited
  • 1981Toward a Theory of Intrinsically Motivating Instruction*2,305 cited
  • 2003Why do people play on-line games? An extended TAM with social influences and flow experience2,016 cited
  • 2003Student engagement in high school classrooms from the perspective of flow theory.1,358 cited
  • 2014Gamification and student motivation1,120 cited
  • 2017The effect of games and simulations on higher education: a systematic literature review969 cited
  • 2019Serious Gaming and Gamification Education in Health Professions: Systematic Review748 cited
  • 2002Beyond Nintendo: design and assessment of educational video games for first and second grade students742 cited
  • 2003Visitors’ flow experience while browsing a Web site: its measurement, contributing factors and consequences618 cited
  • 2010Defining Media Enjoyment as the Satisfaction of Intrinsic Needs

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611 cited
  • 2003Explaining the enjoyment of playing video games: the role of competition466 cited
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    • 2021Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning1,322 cited