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Gamified E-Reading Experiences and Their Impact on Reading Comprehension and Attitude in EFL Classes
16 references·0 citing·38 second hop
Gamified E-Reading Experiences and Their Impact on Reading Comprehension and Attitude in EFL Classes (2021)Gamified E-Reading Experiences and Their …PIRLS 2021 International Results in Reading (2023)PIRLS 2021 International Resu…Comparing success and engagement in gamified learning experiences via Kahoot and Quizizz (2019)Comparing success and engagem…Developing a Theory of Gamified Learning (2014)Developing a Theory of Gamifi…The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)The Gamification of Learning …For the Win: How Game Thinking Can Revolutionize Your Business (2012)For the Win: How Game Thinkin…Gamification in Education: What, How, Why Bother? (2011)Gamification in Education: Wh…From game design elements to gamefulness (2011)From game design elements to …Family scholarly culture and educational success: Books and schooling in 27 nations (2010)Family scholarly culture and …Motivations for Play in Online Games (2006)Motivations for Play in Onlin…Assessing students' metacognitive awareness of reading strategies. (2002)Assessing students' metacogni…Beyond Boredom and Anxiety: Experiencing Flow in Work and Play (2000)Beyond Boredom and Anxiety: E…The effects of feedback interventions on performance: A historical review, a meta-analysis, and a preliminary feedback intervention theory. (1996)The effects of feedback inter…Children's Attitudes toward Reading: A National Survey (1995)Children's Attitudes toward R…Qualitative Data Analysis: An Expanded Sourcebook (1994)Qualitative Data Analysis: An…Classrooms: Goals, structures, and student motivation. (1992)Classrooms: Goals, structures…Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Social Foundations of Thought and Action : A Social Cognitive Theory (1985)A Theory of Goal Setting and Task PerformanceA Theory of Goal Setting and Task Performance, by LockeEdwin A. and LathamGary P.. Englewood Cliffs, NJ: Prentice-Hall, 1990. (1991)From Content to Context: Videogames as Designed Experience (2006)Gamification and student motivation (2014)The effect of gamification on motivation and engagement (2017)Gamified learning in higher education: A systematic review of the literature (2018)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Gamification. using game-design elements in non-gaming contexts (2011)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Handbook of Industrial and Organizational Psychology. (1977)A circumplex model of affect. (1980)Culture and the Self: Implications for Cognition, Emotion, and Motivation (1991)Assessment and Classroom Learning (1998)The Power of Feedback (2007)Focus on Formative Feedback (2008)Internet Addiction: The Emergence of a New Clinical Disorder (1998)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)A conceptual and methodological critique of internet addiction research: Towards a model of compensatory internet use (2013)Integrating psychological and neurobiological considerations regarding the development and maintenance of specific Internet-use disorders: An Interaction of Person-Affect-Cognition-Execution (I-PACE) model (2016)A social-cognitive approach to motivation and personality. (1988)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Motivational and self-regulated learning components of classroom academic performance. (1990)Motivational Beliefs, Values, and Goals (2002)School Engagement: Potential of the Concept, State of the Evidence (2004)Gamification in theory and action: A survey (2014)Gamification in Education: A Systematic Mapping Study (2015)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Three Approaches to Qualitative Content Analysis (2005)Using thematic analysis in psychology (2006)The qualitative content analysis process (2008)Reflexion and reflection: A social cognitive neuroscience approach to attributional inference (2002)Revisiting the Conceptualization, Measurement, and Generation of Interest (2011)Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)GameFlow (2005)Event tourism: Definition, evolution, and research (2007)Measuring and defining the experience of immersion in games (2008)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)
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References

  • 1994Qualitative Data Analysis: An Expanded Sourcebook48,401 cited
  • 1991Flow: The Psychology of Optimal Experience9,395 cited
  • 2011From game design elements to gamefulness8,391 cited
  • 1992Classrooms: Goals, structures, and student motivation.6,461 cited
  • 1996The effects of feedback interventions on performance: A historical review, a meta-analysis, and a preliminary feedback intervention theory.5,875 cited
  • 2012The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education3,765 cited
  • 2006Motivations for Play in Online Games2,933 cited
  • 2012For the Win: How Game Thinking Can Revolutionize Your Business2,354 cited
  • 2000Beyond Boredom and Anxiety: Experiencing Flow in Work and Play1,282 cited
  • 2011Gamification in Education: What, How, Why Bother?1,242 cited
  • 2002Assessing students' metacognitive awareness of reading strategies.1,093 cited
  • 2014Developing a Theory of Gamified Learning915 cited
  • 1995Children's Attitudes toward Reading: A National Survey884 cited
  • 2023PIRLS 2021 International Results in Reading837 cited
  • 2010Family scholarly culture and educational success: Books and schooling in 27 nations

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472 cited
  • 2019Comparing success and engagement in gamified learning experiences via Kahoot and Quizizz418 cited
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