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Motivating Students to Learn AI Through Social Networking Sites: A Case Study in Hong Kong
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Motivating Students to Learn AI Through Social Networking Sites: A Case Study in Hong Kong (2021)Motivating Students to Learn AI Through S…The impact of gamification on learning and instruction: A systematic review of empirical evidence (2020)The impact of gamification on…Exploring the effects of gamification pedagogy on children’s reading: A mixed‐method study on academic performance, reading‐related mentality and behaviors, and sustainability (2020)Exploring the effects of gami…COVID-19: 20 countries’ higher education intra-period digital pedagogy responses (2020)COVID-19: 20 countries’ highe…A qualitative investigation of student perceptions of game elements in a gamified course (2017)A qualitative investigation o…Gamifying an ICT course: Influences on engagement and academic performance (2016)Gamifying an ICT course: Infl…Blended instructional practice: A review of the empirical literature on instructors' adoption and use of online tools in face-to-face teaching (2016)Blended instructional practic…Action Research in Education (2016)Action Research in EducationOn the effectiveness of game-like and social approaches in learning: Comparing educational gaming, gamification & social networking (2015)On the effectiveness of game-…Effectiveness of gamification in the engagement of students (2015)Effectiveness of gamification…Community of Inquiry as an instructional approach: What effects of teaching, social and cognitive presences are there in blended synchronous learning and teaching? (2014)Community of Inquiry as an in…Action Research in Education (2010)Action Research in EducationDemocratic School Climate and Sense of Community in School: A Multilevel Analysis (2005)Democratic School Climate and…A Conceptual Framework for Assessing Motivation and Self-Regulated Learning in College Students (2004)A Conceptual Framework for As…Implications of Extracurricular Activity Participation During Adolescence on Positive Outcomes (2003)Implications of Extracurricul…Educational Research: Planning, Conducting, and Evaluating Quantitative and Qualitative Research (2001)Educational Research: Plannin…Controlling action research projects (2001)Controlling action research p…Gamifying Learning with AI: A Pathway to 21st-Century Skills (2024)Gamifying Learning with AI: A…Online aviation learning experience during the COVID‐19 pandemic in Hong Kong and Mainland China (2022)Online aviation learning expe…The reflective practitioner: How professionals think in action (1984)The Reflective Practitioner: How Professionals Think in Action (1985)Experience and Education (1986)Participatory action research: contributions to the development of practitioner inquiry in education (2009)Qualitative Research in Physical Activity and the Health Professions (2009)Action Research: Exploring Perspectives on a Philosophy of Practical Knowing (2011)Situated Learning (1991)Situated Learning: Legitimate Peripheral Participation. 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References

  • 2001Educational Research: Planning, Conducting, and Evaluating Quantitative and Qualitative Research25,504 cited
  • 2004A Conceptual Framework for Assessing Motivation and Self-Regulated Learning in College Students3,261 cited
  • 2020COVID-19: 20 countries’ higher education intra-period digital pedagogy responses1,955 cited
  • 2020The impact of gamification on learning and instruction: A systematic review of empirical evidence963 cited
  • 2010Action Research in Education589 cited
  • 2015Effectiveness of gamification in the engagement of students383 cited
  • 2003Implications of Extracurricular Activity Participation During Adolescence on Positive Outcomes376 cited
  • 2001Controlling action research projects326 cited
  • 2015On the effectiveness of game-like and social approaches in learning: Comparing educational gaming, gamification & social networking266 cited
  • 2005Democratic School Climate and Sense of Community in School: A Multilevel Analysis234 cited
  • 2017A qualitative investigation of student perceptions of game elements in a gamified course228 cited
  • 2016Blended instructional practice: A review of the empirical literature on instructors' adoption and use of online tools in face-to-face teaching221 cited
  • 2014Community of Inquiry as an instructional approach: What effects of teaching, social and cognitive presences are there in blended synchronous learning and teaching?207 cited

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  • 2016Gamifying an ICT course: Influences on engagement and academic performance204 cited
  • 2016Action Research in Education158 cited
  • 2020Exploring the effects of gamification pedagogy on children’s reading: A mixed‐method study on academic performance, reading‐related mentality and behaviors, and sustainability136 cited
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    • 2022Online aviation learning experience during the COVID‐19 pandemic in Hong Kong and Mainland China53 cited
    • 2024Gamifying Learning with AI: A Pathway to 21st-Century Skills44 cited