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Exploring Personalization of Gamification in an Introductory Programming Course
16 references·0 citing·49 second hopsampled
Exploring Personalization of Gamification in an Introductory Programming Course (2021)Exploring Personalization of Gamification…Tailored gamification: A review of literature (2020)Tailored gamification: A revi…Gamification of student peer review in education: A systematic literature review (2020)Gamification of student peer …Empirical validation of the Gamification User Types Hexad scale in English and Spanish (2018)Empirical validation of the G…Empirical Support for a Causal Relationship Between Gamification and Learning Outcomes (2018)Empirical Support for a Causa…Gamification User Types Hexad Scale (2016)Gamification User Types Hexad…From Gamification to Gameful Design and Gameful Experience in Learning (2015)From Gamification to Gameful …Modeling the efficacy of persuasive strategies for different gamer types in serious games for health (2014)Modeling the efficacy of pers…Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does Gamification Work? -- A …The effect of virtual achievements on student engagement (2013)The effect of virtual achieve…Empirical Study on the Effect of Achievement Badges in TRAKLA2 Online Learning Environment (2013)Empirical Study on the Effect…BrainHex: A neurobiological gamer typology survey (2013)BrainHex: A neurobiological g…A case study in the gamification of a university-level games development course (2013)A case study in the gamificat…From game design elements to gamefulness (2011)From game design elements to …BrainHex: Preliminary Results from a Neurobiological Gamer Typology Survey (2011)BrainHex: Preliminary Results…The influence of reading speed and line length on the effectiveness of reading from screen (2001)The influence of reading spee…Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Self-determination theory and…Man, Play, and Games. (1963)Toward a Theory of Intrinsically Motivating Instruction* (1981)The Big Five Trait taxonomy: History, measurement, and theoretical perspectives. (1999)Development and Validation of an Instrument for Measuring Individual Motives for Playing Digital Games (2014)A Player Model for Adaptive Gamification in Learning Environments (2015)The relationship between user types and gamification designs (2021)The theory of planned behavior (1991)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Gamification. using game-design elements in non-gaming contexts (2011)Gamification in theory and action: A survey (2014)Self-explanations: How students study and use examples in learning to solve problems (1989)Self‐Explanations: How Students Study and Use Examples in Learning to Solve Problems (1989)Eliciting self-explanations improves understanding, (1994)Gamification for Engaging Computer Science Students in Learning Activities: A Case Study (2014)“Working out for likes”: An empirical study on social influence in exercise gamification (2015)Does gamification increase engagement with online programs? A systematic review (2017)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Structural equation modeling in practice: A review and recommended two-step approach. (1988)PLS-SEM: Indeed a Silver Bullet (2011)Towards Personality-driven Persuasive Health Games and Gamified Systems (2017)Personalizing Persuasive Strategies in Gameful Systems to Gamification User Types (2018)Gameful Experience Questionnaire (GAMEFULQUEST): an instrument for measuring the perceived gamefulness of system use (2019)Badges in Social Media: A Social Psychological Perspective (2011)Gamification in Education: What, How, Why Bother? (2011)A qualitative investigation of student perceptions of game elements in a gamified course (2017)The Effects of Flow, Emotional Engagement, and Motivation on Success in a Gamified Online Learning Environment (2019)Gamification in Education (2023)A User-Centered Theoretical Framework for Meaningful Gamification (2012)The Effect of Achievement Badges on Students’ Behavior: An Empirical Study in a University-Level Computer Science Course (2015)Studying student differentiation in gamified education: A long-term study (2016)Effects of Gamification on Behavioral Change in Education: A Meta-Analysis (2021)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)The maturing of gamification research (2017)Culture's Consequences: International Differences in Work-Related Values. (1983)Cultures and Organizations: Software of the Mind. (1993)State of Research on Gamification in Education: A Bibliometric Survey (2021)Gamification suffers from the novelty effect but benefits from the familiarization effect: Findings from a longitudinal study (2022)Tailored gamification in education: A literature review and future agenda (2022)The psychology of interpersonal relations. (1958)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 role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)The benefits of being present: Mindfulness and its role in psychological well-being. (2003)
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References

  • 2000Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being.46,804 cited
  • 2011From game design elements to gamefulness8,391 cited
  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification5,197 cited
  • 2016Gamification User Types Hexad Scale590 cited
  • 2013The effect of virtual achievements on student engagement497 cited
  • 2020Tailored gamification: A review of literature408 cited
  • 2013BrainHex: A neurobiological gamer typology survey338 cited
  • 2014Modeling the efficacy of persuasive strategies for different gamer types in serious games for health320 cited
  • 2013A case study in the gamification of a university-level games development course287 cited
  • 2013Empirical Study on the Effect of Achievement Badges in TRAKLA2 Online Learning Environment225 cited
  • 2001The influence of reading speed and line length on the effectiveness of reading from screen205 cited
  • 2018Empirical validation of the Gamification User Types Hexad scale in English and Spanish185 cited
  • 2015From Gamification to Gameful Design and Gameful Experience in Learning169 cited
  • 2011BrainHex: Preliminary Results from a Neurobiological Gamer Typology Survey133 cited

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2018
Empirical Support for a Causal Relationship Between Gamification and Learning Outcomes
128 cited
  • 2020Gamification of student peer review in education: A systematic literature review81 cited
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