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Game-Based Learning Outcomes Among Physiotherapy Students: Comparative Study
16 references·0 citing·53 second hopsampled
Game-Based Learning Outcomes Among Physiotherapy Students: Comparative Study (2021)Game-Based Learning Outcomes Among Physio…The impact of gamification on learning and instruction: A systematic review of empirical evidence (2020)The impact of gamification on…Gamification of health professions education: a systematic review (2020)Gamification of health profes…The impact on nursing students' opinions and motivation of using a “Nursing Escape Room” as a teaching game: A descriptive study (2018)The impact on nursing student…Gamification: A cognitive-emotional view (2018)Gamification: A cognitive-emo…Gameful Experience in Gamification: Construction and Validation of a Gameful Experience Scale [GAMEX] (2018)Gameful Experience in Gamific…Break out of the Classroom: The Use of Escape Rooms as an Alternative Teaching Strategy in Surgical Education (2018)Break out of the Classroom: T…Longitudinal and Contextual Associations Between Teacher–Student Relationships and Student Engagement (2016)Longitudinal and Contextual A…Educational Gamification Vs. Game Based Learning: Comparative Study (2016)Educational Gamification Vs. …Gameplay Engagement and Learning in Game-Based Learning (2015)Gameplay Engagement and Learn…The ICAP Framework: Linking Cognitive Engagement to Active Learning Outcomes (2014)The ICAP Framework: Linking C…Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does Gamification Work? -- A …Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers (2013)Gamification: What It Is and …Defining gamification (2012)Defining gamificationUsing thematic analysis in psychology (2006)Using thematic analysis in ps…A Phenomenological Research Design Illustrated (2004)A Phenomenological Research D…Sampling for qualitative research (1996)Sampling for qualitative rese…Qualitative evaluation and research methods (1990)Qualitative Data Analysis: An Expanded Sourcebook (1994)Basics of qualitative research : techniques and procedures for developing grounded theory (1998)Older Adults' Reasons for Using Technology while Aging in Place (2015)Thematic Analysis (2017)Reflecting on reflexive thematic analysis (2019)The theory of planned behavior (1991)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. 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Chicago: Aldine Publishing Company, 1967. 271 pp. $6.75 (1968)The key informant technique (1996)Field Research: A Sourcebook and Field Manual (2003)‘Unsatisfactory Saturation’: a critical exploration of the notion of saturated sample sizes in qualitative research (2012)Sample Size in Qualitative Interview Studies (2015)Characterising and justifying sample size sufficiency in interview-based studies: systematic analysis of qualitative health research over a 15-year period (2018)Experiential Learning : Experience as the Source of Learning and Development (1983)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)A systematic review of educational digital storytelling (2019)Escape education: A systematic review on escape rooms in education (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)Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement (2009)Classroom climate and children’s academic and psychological wellbeing: A systematic review and meta-analysis (2020)Mapping research in student engagement and educational technology in higher education: a systematic evidence map (2020)Students’ motivation and engagement in higher education: the importance of attitude to online learning (2020)Mind in Society: The Development of Higher Psychological Processes (1978)Content Analysis: An Introduction to its Methodology. 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References

  • 2006Using thematic analysis in psychology237,789 cited
  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification6,655 cited
  • 1996Sampling for qualitative research4,755 cited
  • 2014The ICAP Framework: Linking Cognitive Engagement to Active Learning Outcomes3,189 cited
  • 2004A Phenomenological Research Design Illustrated2,410 cited
  • 2020The impact of gamification on learning and instruction: A systematic review of empirical evidence1,475 cited
  • 2012Defining gamification1,343 cited
  • 2020Gamification of health professions education: a systematic review802 cited
  • 2015Gameplay Engagement and Learning in Game-Based Learning651 cited
  • 2016Longitudinal and Contextual Associations Between Teacher–Student Relationships and Student Engagement639 cited
  • 2013Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers583 cited
  • 2018Gameful Experience in Gamification: Construction and Validation of a Gameful Experience Scale [GAMEX]383 cited
  • 2016Educational Gamification Vs. Game Based Learning: Comparative Study342 cited
  • 2018The impact on nursing students' opinions and motivation of using a “Nursing Escape Room” as a teaching game: A descriptive study313 cited

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Gamification: A cognitive-emotional view
246 cited
  • 2018Break out of the Classroom: The Use of Escape Rooms as an Alternative Teaching Strategy in Surgical Education245 cited
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