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Gamification Works, but How and to Whom?
16 references·0 citing·47 second hop
Gamification Works, but How and to Whom? (2021)Gamification Works, but How and to Whom?Personalized gamification: A literature review of outcomes, experiments, and approaches (2020)Personalized gamification: A …Gamification in the classroom: Examining the impact of gamified quizzes on student learning (2019)Gamification in the classroom…Factors to Consider for Tailored Gamification (2019)Factors to Consider for Tailo…Need-supporting gamification in education: An assessment of motivational effects over time (2018)Need-supporting gamification …Gamification Science, Its History and Future: Definitions and a Research Agenda (2018)Gamification Science, Its His…Empirical Support for a Causal Relationship Between Gamification and Learning Outcomes (2018)Empirical Support for a Causa…An Empirical Investigation on the Benefits of Gamification in Programming Courses (2018)An Empirical Investigation on…The Rise of Motivational Information Systems: A Review of Gamification Research (2017)The Rise of Motivational Info…Serious Games and Edutainment Applications (2017)Serious Games and Edutainment…The Effect of Achievement Badges on Students’ Behavior: An Empirical Study in a University-Level Computer Science Course (2015)The Effect of Achievement Bad…A Playful Game Changer (2015)A Playful Game ChangerDemographic differences in perceived benefits from gamification (2014)Demographic differences in pe…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…Motivational profiles from a self-determination perspective: The quality of motivation matters. (2009)Motivational profiles from a …A Revision of Bloom's Taxonomy: An Overview (2002)A Revision of Bloom's Taxonom…The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)The "What" and "Why" of Goal …Intrinsic Motivation and Self-Determination in Human Behavior (1985)Flow: The Psychology of Optimal Experience (1991)Using thematic analysis in psychology (2006)Gamification and Education: Achievements, Cognitive Loads, and Views of Students (2016)Enhancement of Performance and Motivation through Application of Digital Games in an English Language Class. (2018)The Effects of Gamification in Online Learning Environments: A Systematic Literature Review (2019)A Theory of Social Comparison Processes (1954)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (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)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-Efficacy: The Exercise of Control (1999)On Happiness and Human Potentials: A Review of Research on Hedonic and Eudaimonic Well-Being (2001)Self‐determination theory and work motivation (2005)Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions (2020)Motivational Beliefs, Values, and Goals (2002)The development of the five mini-theories of self-determination theory: an historical overview, emerging trends, and future directions (2010)Case-Based Learning and its Application in Medical and Health-Care Fields: A Review of Worldwide Literature (2016)Applying the self-determination theory (SDT) to explain student engagement in online learning during the COVID-19 pandemic (2021)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)The theory of planned behavior (1991)Do badges increase user activity? A field experiment on the effects of gamification (2015)The effect of gamification on motivation and engagement (2017)What Is eSports and Why Do People Watch It? (2017)Taxonomy of Educational Objectives: The Classification of Educational Goals, Handbook I: Cognitive Domain (1956)A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives (2001)The essential elements of team‐based learning (2008)Increased Structure and Active Learning Reduce the Achievement Gap in Introductory Biology (2011)Enhancing Student Engagement Using the Flipped Classroom (2014)What is coefficient alpha? An examination of theory and applications. (1993)From game design elements to gamefulness (2011)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Overcoming the novelty effect in online gamified learning systems: An empirical evaluation of student engagement and performance (2019)The effect of challenge-based gamification on learning: An experiment in the context of statistics education (2020)Science and Human Behavior (1953)Flow: the psychology of optimal experience (1990)Collaboration and fuzzy-modeled personalization for mobile game-based learning in higher education (2019)Gamification suffers from the novelty effect but benefits from the familiarization effect: Findings from a longitudinal study (2022)The role of gamified learning strategies in student's motivation in high school and higher education: A systematic review (2023)Choices, values, and frames. (1984)Choices, Values, and Frames (2013)Gamification of in‐class activities in flipped classroom lectures (2020)Gamification and active learning in higher education: is it possible to match digital society, academia and students' interests? (2021)Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction (2019)Past, present, and future of customer engagement (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)
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References

  • 2000The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior34,111 cited
  • 2002A Revision of Bloom's Taxonomy: An Overview7,800 cited
  • 2014Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance1,927 cited
  • 2017The Rise of Motivational Information Systems: A Review of Gamification Research1,764 cited
  • 2009Motivational profiles from a self-determination perspective: The quality of motivation matters.1,077 cited
  • 2014Demographic differences in perceived benefits from gamification840 cited
  • 2018Gamification Science, Its History and Future: Definitions and a Research Agenda387 cited
  • 2019Gamification in the classroom: Examining the impact of gamified quizzes on student learning330 cited
  • 2018Need-supporting gamification in education: An assessment of motivational effects over time274 cited
  • 2015The Effect of Achievement Badges on Students’ Behavior: An Empirical Study in a University-Level Computer Science Course201 cited
  • 2019Factors to Consider for Tailored Gamification143 cited
  • 2015A Playful Game Changer131 cited
  • 2018Empirical Support for a Causal Relationship Between Gamification and Learning Outcomes128 cited
  • 2018An Empirical Investigation on the Benefits of Gamification in Programming Courses

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118 cited
  • 2017Serious Games and Edutainment Applications116 cited
  • 2020Personalized gamification: A literature review of outcomes, experiments, and approaches73 cited
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