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Improving instruction and sexual health literacy with serious games and gamification interventions: an outlook to students’ learning outcomes and gender differences
16 references·0 citing·46 second hop
Improving instruction and sexual health literacy with serious games and gamification interventions: an outlook to students’ learning outcomes and gender differences (2021)Improving instruction and sexual health l…Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts (2020)Does gamification improve stu…The role of gamified e-quizzes on student learning and engagement: An interactive gamification solution for a formative assessment system (2019)The role of gamified e-quizze…Exploring the impact of gamification on student engagement and involvement with e-learning systems (2019)Exploring the impact of gamif…Adaptive gamification in e-learning based on students’ learning styles (2019)Adaptive gamification in e-le…Gamified learning in higher education: A systematic review of the literature (2018)Gamified learning in higher e…Gamification and the impact of extrinsic motivation on needs satisfaction: Making work fun? (2018)Gamification and the impact o…A comparison of flipped learning with gamification, traditional learning, and online independent study: the effects on students’ mathematics achievement and cognitive engagement (2018)A comparison of flipped learn…A qualitative investigation of student perceptions of game elements in a gamified course (2017)A qualitative investigation o…Engaging Asian students through game mechanics: Findings from two experiment studies (2015)Engaging Asian students throu…An Empirical Test of the Theory of Gamified Learning (2014)An Empirical Test of the Theo…The research and evaluation of serious games: Toward a comprehensive methodology (2013)The research and evaluation o…Reality is broken: why games make us better and how they can change the world (2012)Reality is broken: why games …From game design elements to gamefulness (2011)From game design elements to …The “I's” Have It: A Framework for Serious Educational Game Design (2010)The “I's” Have It: A Framewor…From Edutainment to Serious Games: A Change in the Use of Game Characteristics (2010)From Edutainment to Serious G…Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Intrinsic and Extrinsic Motiv…The Practice of Social Research (1989)Flow: the psychology of optimal experience (1990)Psychological Safety and Learning Behavior in Work Teams (1999)A Brief History of Serious Games (2016)Role-play simulations for climate change adaptation education and engagement (2016)Simulations in Entrepreneurship Education: Serious Games and Learning Through Play (2018)Flow: The Psychology of Optimal Experience (1991)Rules of Play: Game Design Fundamentals (2003)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)The origins of intelligence in children. (1952)Thought and language (1962)Mind in Society: The Development of Higher Psychological Processes (1978)Children's Motivations for Video Game Play in the Context of Normal Development (2010)Escape education: A systematic review on escape rooms in education (2020)Experiential Learning : Experience as the Source of Learning and Development (1983)Situated Cognition and the Culture of Learning (1989)What Video Games Have to Teach Us about Learning and Literacy (2004)Serious games and learning effectiveness: The case of It’s a Deal! (2011)Purposeful by design? (2012)Effects of video-game play on information processing: A meta-analytic investigation (2013)The role of deliberate practice in the acquisition of expert performance. (1993)Gamifying learning experiences: Practical implications and outcomes (2013)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)Gamification in the classroom: Examining the impact of gamified quizzes on student learning (2019)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Motivational Beliefs, Values, and Goals (2002)Technology Acceptance Model 3 and a Research Agenda on Interventions (2008)Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions (2020)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Gamification of health professions education: a systematic review (2020)Gamification in Science Education. A Systematic Review of the Literature (2021)Research Design: Qualitative, Quantitative, and Mixed Methods Approaches (1994)Research Design: Qualitative, Quantitative, and Mixed Methods Approaches (2018)The Effect of Educational Games on Learning Outcomes, Student Motivation, Engagement and Satisfaction (2020)Tailored gamification in education: A literature review and future agenda (2022)AI ‐driven adaptive learning for sustainable educational transformation (2024)Bias in meta-analysis detected by a simple, graphical test (1997)Using thematic analysis in psychology (2006)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA Statement. (2009)Gamification Applications in E-learning: A Literature Review (2021)Do AI chatbots improve students learning outcomes? Evidence from a meta‐analysis (2023)The benefits of playing video games. 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References

  • 2000Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions18,652 cited
  • 2011From game design elements to gamefulness10,427 cited
  • 2012Reality is broken: why games make us better and how they can change the world2,923 cited
  • 2018Gamified learning in higher education: A systematic review of the literature875 cited
  • 2020Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts693 cited
  • 2010The “I's” Have It: A Framework for Serious Educational Game Design478 cited
  • 2010From Edutainment to Serious Games: A Change in the Use of Game Characteristics458 cited
  • 2019The role of gamified e-quizzes on student learning and engagement: An interactive gamification solution for a formative assessment system446 cited
  • 2014An Empirical Test of the Theory of Gamified Learning363 cited
  • 2013The research and evaluation of serious games: Toward a comprehensive methodology309 cited
  • 2015Engaging Asian students through game mechanics: Findings from two experiment studies298 cited
  • 2018Gamification and the impact of extrinsic motivation on needs satisfaction: Making work fun?297 cited
  • 2018A comparison of flipped learning with gamification, traditional learning, and online independent study: the effects on students’ mathematics achievement and cognitive engagement295 cited

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  • 2019Adaptive gamification in e-learning based on students’ learning styles263 cited
  • 2019Exploring the impact of gamification on student engagement and involvement with e-learning systems258 cited
  • 2017A qualitative investigation of student perceptions of game elements in a gamified course228 cited
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