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Fostering study time outside class using gamification strategies: An experimental study at tertiary‐level database courses
16 references·0 citing·36 second hop
Fostering study time outside class using gamification strategies: An experimental study at tertiary‐level database courses (2021)Fostering study time outside class using …Gamification through leaderboards: An empirical study in engineering education (2019)Gamification through leaderbo…Implementing gamification in a university‐level UML modeling course: A case study (2018)Implementing gamification in …Implementing a theory-driven gamification model in higher education flipped courses: Effects on out-of-class activity completion and quality of artifacts (2018)Implementing a theory-driven …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…Digital Game-based Learning and Serious Games in Education (2018)Digital Game-based Learning a…The Rise of Motivational Information Systems: A Review of Gamification Research (2017)The Rise of Motivational Info…The effect of gamification on motivation and engagement (2017)The effect of gamification on…Gamification: a systematic review of design frameworks (2017)Gamification: a systematic re…Studying student differentiation in gamified education: A long-term study (2016)Studying student differentiat…How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)How gamification motivates: A…Actionable Gamification: Beyond Points, Badges, and Leaderboards (2015)Actionable Gamification: Beyo…Gamification in software engineering – A systematic mapping (2014)Gamification in software engi…Digital Game-Based Learning Supports Student Motivation, Cognitive Success, and Performance Outcomes. (2014)Digital Game-Based Learning S…From game design elements to gamefulness (2011)From game design elements to …Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2008)Digital Game-Based Learning i…The Effectiveness of Games for Educational Purposes: A Review of Recent Research (1992)Digital game-based learning (2003)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Foundations of Game-Based Learning (2015)Digital Game-Based Learning (2020)A systematic literature review of empirical evidence on computer games and serious games (2012)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)A systematic review of gamification in e-Health (2017)The Dark Side of Gamification: An Overview of Negative Effects of Gamification in Education (2018)The effect of challenge-based gamification on learning: An experiment in the context of statistics education (2020)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Rules of Play: Game Design Fundamentals (2003)Gamification in theory and action: A survey (2014)Intrinsic Motivation and Self-Determination in Human Behavior (1985)The need to belong: Desire for interpersonal attachments as a fundamental human motivation. (1995)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)The Gamification of Learning: a Meta-analysis (2019)Basic psychological need theory: Advancements, critical themes, and future directions (2020)The impact of gamification on learning and instruction: A systematic review of empirical evidence (2020)User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Gamification in Science Education. A Systematic Review of the Literature (2021)Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)Gamification of e-learning in higher education: a systematic literature review (2023)What Video Games Have to Teach Us about Learning and Literacy (2004)Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education (2021)Virtual reality and gamification in education: a systematic review (2024)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)Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts (2020)Augmented Reality and Gamification in Education: A Systematic Literature Review of Research, Applications, and Empirical Studies (2022)Gamification and Game Based Learning for Vocational Education and Training: A Systematic Literature Review (2023)Game-based learning in early childhood education: a systematic review and meta-analysis (2024)
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References

  • 2011From game design elements to gamefulness11,928 cited
  • 2016How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction2,602 cited
  • 2017The Rise of Motivational Information Systems: A Review of Gamification Research2,229 cited
  • 2008Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation1,872 cited
  • 2018Gamified learning in higher education: A systematic review of the literature1,181 cited
  • 2017The effect of gamification on motivation and engagement1,162 cited
  • 2015Actionable Gamification: Beyond Points, Badges, and Leaderboards784 cited
  • 2014Gamification in software engineering – A systematic mapping387 cited
  • 2017Gamification: a systematic review of design frameworks327 cited
  • 2018Digital Game-based Learning and Serious Games in Education297 cited
  • 2018Implementing a theory-driven gamification model in higher education flipped courses: Effects on out-of-class activity completion and quality of artifacts266 cited
  • 2018Gamification in software engineering education: A systematic mapping225 cited
  • 2016Studying student differentiation in gamified education: A long-term study209 cited
  • 2014Digital Game-Based Learning Supports Student Motivation, Cognitive Success, and Performance Outcomes.

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156 cited
  • 2019Gamification through leaderboards: An empirical study in engineering education142 cited
  • 2018Implementing gamification in a university‐level UML modeling course: A case study110 cited
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