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Effective Usage of Gamification Techniques to Boost Student Engagement
8 references·0 citing·43 second hopsampled
Effective Usage of Gamification Techniques to Boost Student Engagement (2021)Effective Usage of Gamification Technique…The effect of Kahoot, Quizizz and Google Forms on the student's perception in the classrooms response system (2017)The effect of Kahoot, Quizizz…Measuring Student Engagement in the Online Course: The Online Student Engagement Scale (OSE) (2015)Measuring Student Engagement …How gamification motivates visits and engagement for online academic dissemination – An empirical study (2015)How gamification motivates vi…Do badges increase user activity? A field experiment on the effects of gamification (2015)Do badges increase user activ…The wear out effect of a game-based student response system (2014)The wear out effect of a game…Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Assessing the effects of gami…Improving participation and learning with gamification (2013)Improving participation and l…A Measure of College Student Course Engagement (2005)A Measure of College Student …Interaction between Learning and Development (1980)Critical Inquiry in a Text-Based Environment: Computer Conferencing in Higher Education (1999)E-Learning in the 21st Century: A Framework for Research and Practice (2003)An Online Engagement Framework for Higher Education (2018)A systematic review of research on online teaching and learning from 2009 to 2018 (2020)Learner satisfaction, engagement and performances in an online module: Implications for institutional e-learning policy (2020)A social-cognitive approach to motivation and personality. (1988)Motivational and self-regulated learning components of classroom academic performance. (1990)Self-theories: Their Role in Motivation, Personality, and Development (1999)Creating Effective Student Engagement in Online Courses: What Do Students Find Engaging? (2009)The Effects of Student Engagement, Student Satisfaction, and Perceived Learning in Online Learning Environments (2016)A Theory of Social Comparison Processes (1954)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)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)What video games have to teach us about learning and literacy (2003)What Video Games Have to Teach Us about Learning and Literacy (2004)Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2008)Students’ perception of Kahoot!’s influence on teaching and learning (2018)The Effects of Flow, Emotional Engagement, and Motivation on Success in a Gamified Online Learning Environment (2019)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)The theory of planned behavior (1991)Why do people use gamification services? (2015)Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction (2019)Gamification in Science Education. A Systematic Review of the Literature (2021)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)From game design elements to gamefulness (2011)Enhancing student learning experience with technology-mediated gamification: An empirical study (2018)Implementing a theory-driven gamification model in higher education flipped courses: Effects on out-of-class activity completion and quality of artifacts (2018)Need-supporting gamification in education: An assessment of motivational effects over time (2018)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps (2011)Adaptive gamification in e-learning based on students’ learning styles (2019)Hook vs. hope: How to enhance customer engagement through gamification (2019)Gamification and e-learning for young learners: A systematic literature review, bibliometric analysis, and future research agenda (2021)21st Century Skills: Rethinking How Students Learn (2010)Using clickers in class. The role of interactivity, active collaborative learning and engagement in learning performance (2012)The effectiveness of gamification technique for higher education students engagement in polytechnic Muadzam Shah Pahang, Malaysia (2018)Implicaciones de la gamificación en Educación Superior: una revisión sistemática sobre la percepción del estudiante (2021)Remote Assessment in Higher Education during COVID-19 Pandemic (2021)
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References

  • 2014Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance1,927 cited
  • 2005A Measure of College Student Course Engagement857 cited
  • 2015Measuring Student Engagement in the Online Course: The Online Student Engagement Scale (OSE)705 cited
  • 2015Do badges increase user activity? A field experiment on the effects of gamification677 cited
  • 2014The wear out effect of a game-based student response system594 cited
  • 2013Improving participation and learning with gamification320 cited
  • 2017The effect of Kahoot, Quizizz and Google Forms on the student's perception in the classrooms response system274 cited
  • 2015How gamification motivates visits and engagement for online academic dissemination – An empirical study263 cited

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