SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
GAMIFICATION ELEMENTS AND THEIR IMPACTS ON TEACHING AND LEARNING – A REVIEW
16 references·2 citing·50 second hop
GAMIFICATION ELEMENTS AND THEIR IMPACTS ON TEACHING AND LEARNING – A REVIEW (2018)GAMIFICATION ELEMENTS AND THEIR IMPACTS O…Improving argumentative writing: Effects of a blended learning approach and gamification (2018)Improving argumentative writi…Enhancing student learning experience with technology-mediated gamification: An empirical study (2018)Enhancing student learning ex…Using a gamified mobile app to increase student engagement, retention and academic achievement (2017)Using a gamified mobile app t…Use of digital game based learning and gamification in secondary school science: The effect on student engagement, learning and gender difference (2017)Use of digital game based lea…To gamify or not to gamify? An experimental field study of the influence of badges on motivation, activity, and performance in an online learning course (2017)To gamify or not to gamify? A…The effects of gamification-based teaching practices on student achievement and students' attitudes toward lessons (2017)The effects of gamification-b…The effect of gamification on motivation and engagement (2017)The effect of gamification on…The effect of games and simulations on higher education: a systematic literature review (2017)The effect of games and simul…Studies of student engagement in gamified online discussions (2017)Studies of student engagement…Game-based learning and Gamification to promote engagement and motivation in medical learning contexts (2016)Game-based learning and Gamif…Game-based learning and gamification in initial teacher training in the social sciences: an experiment with MinecraftEdu (2016)Game-based learning and gamif…Learning healthy lifestyles through active videogames, motor games and the gamification of educational activities (2015)Learning healthy lifestyles t…Generation Z: Technology and Social Interest (2015)Generation Z: Technology and …Gamification in Education: A Systematic Mapping Study (2015)Gamification in Education: A …Engaging Asian students through game mechanics: Findings from two experiment studies (2015)Engaging Asian students throu…Teaching for Quality Learning at University: What the Student Does (1999)Teaching for Quality Learning…Enhancing EFL/ESL instruction through gamification: a comprehensive review of empirical evidence (2024)Enhancing EFL/ESL instruction…Gamification in preschool science education (2022)Gamification in preschool sci…Generation M2: Media in the Lives of 8- to 18-Year-Olds (2010)Generational Differences in Work Values: A Review of Theory and Evidence (2010)Digital Natives, Digital Immigrants (2012)‘You really are a great big sister’ – parasocial relationships, credibility, and the moderating role of audience comments in influencer marketing (2020)Here comes Generation Z: Millennials as managers (2021)Information technology and Gen Z: The role of teachers, the internet, and technology in the education of young people (2021)A Theory of Social Comparison Processes (1954)Self-efficacy mechanism in human agency. (1982)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)A comparison of flipped learning with gamification, traditional learning, and online independent study: the effects on students’ mathematics achievement and cognitive engagement (2018)Implementing a theory-driven gamification model in higher education flipped courses: Effects on out-of-class activity completion and quality of artifacts (2018)Exploring the impact of gamification on student engagement and involvement with e-learning systems (2019)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)From game design elements to gamefulness (2011)A systematic review of gamification in e-Health (2017)Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017)The Gamification of Learning: a Meta-analysis (2019)Research Methods in Education (2002)Research Methods in Education (2007)The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)Engaging children with educational content via Gamification (2019)Gamification as a tool for engaging student learning: A field experiment with a gamified app (2019)A Bibliometric Analysis of Gamification Research (2021)Principles and Practice of Structural Equation Modeling (1998)Principles and Practice of Structural Equation Modeling (2012)Need-supporting gamification in education: An assessment of motivational effects over time (2018)Gamification of in‐class activities in flipped classroom lectures (2020)Gamification and e-learning for young learners: A systematic literature review, bibliometric analysis, and future research agenda (2021)A systematic literature review of empirical evidence on computer games and serious games (2012)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Effectiveness of virtual reality-based instruction on students' learning outcomes in K-12 and higher education: A meta-analysis (2013)Understanding the use of Virtual Reality in Marketing: A text mining-based review (2018)The Role of Serious Games, Gamification and Industry 4.0 Tools in the Education 4.0 Paradigm (2019)Barriers to student active learning in higher education (2020)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)The Effects of Gamification in Online Learning Environments: A Systematic Literature Review (2019)The role of gamified learning strategies in student's motivation in high school and higher education: A systematic review (2023)Gamification enhances student intrinsic motivation, perceptions of autonomy and relatedness, but minimal impact on competency: a meta-analysis and systematic review (2024)Flow: the psychology of optimal experience (1990)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)What Video Games Have to Teach Us about Learning and Literacy (2004)Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education (2021)Virtual reality and gamification in education: a systematic review (2024)A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives (2001)The DeLone and McLean Model of Information Systems Success: A Ten-Year Update (2003)Examining the effectiveness of gamification as a tool promoting teaching and learning in educational settings: a meta-analysis (2023)Interpretations of criteria‐based assessment and grading in higher education (2004)Reframing Professional Development Through Understanding Authentic Professional Learning (2009)Authentic assessment: creating a blueprint for course design (2017)
this work references cited by second hop

References

  • 1999Teaching for Quality Learning at University: What the Student Does3,341 cited
  • 2015Gamification in Education: A Systematic Mapping Study1,551 cited
  • 2015Generation Z: Technology and Social Interest970 cited
  • 2017The effect of gamification on motivation and engagement887 cited
  • 2017The effect of games and simulations on higher education: a systematic literature review773 cited
  • 2017To gamify or not to gamify? An experimental field study of the influence of badges on motivation, activity, and performance in an online learning course327 cited
  • 2017The effects of gamification-based teaching practices on student achievement and students' attitudes toward lessons320 cited
  • 2015Engaging Asian students through game mechanics: Findings from two experiment studies298 cited
  • 2018Enhancing student learning experience with technology-mediated gamification: An empirical study275 cited
  • 2016Game-based learning and gamification in initial teacher training in the social sciences: an experiment with MinecraftEdu235 cited
  • 2017Use of digital game based learning and gamification in secondary school science: The effect on student engagement, learning and gender difference216 cited
  • 2017Studies of student engagement in gamified online discussions187 cited
  • 2017Using a gamified mobile app to increase student engagement, retention and academic achievement168 cited

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

2018
Improving argumentative writing: Effects of a blended learning approach and gamification
167 cited
  • 2016Game-based learning and Gamification to promote engagement and motivation in medical learning contexts162 cited
  • 2015Learning healthy lifestyles through active videogames, motor games and the gamification of educational activities155 cited
  • Cited by

    • 2022Gamification in preschool science education39 cited
    • 2024Enhancing EFL/ESL instruction through gamification: a comprehensive review of empirical evidence36 cited