SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Incorporation of a game-based approach into the EFL online classrooms: students' perceptions
16 references·2 citing·56 second hopsampled
Incorporation of a game-based approach into the EFL online classrooms: students' perceptions (2021)Incorporation of a game-based approach in…The effect of using Kahoot! for learning – A literature review (2020)The effect of using Kahoot! f…Students’ perception of Kahoot!’s influence on teaching and learning (2018)Students’ perception of Kahoo…Perceptions of Students for Gamification Approach: Kahoot as a Case Study (2018)Perceptions of Students for G…Investigation of the effects of an online instant response system on students in a middle school of a rural area (2018)Investigation of the effects …Game-Based Versus to Non-Game-Based: The Impact of Student Response Systems on Students'Achievements, Engagements and Test Anxieties (2018)Game-Based Versus to Non-Game…Enhancement of Performance and Motivation through Application of Digital Games in an English Language Class. (2018)Enhancement of Performance an…Using Kahoot! in the Classroom to Create Engagement and Active Learning: A Game-Based Technology Solution for eLearning Novices (2017)Using Kahoot! in the Classroo…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…Diverse delivery methods and strong psychological benefits: A review of online formative assessment (2017)Diverse delivery methods and …KAHOOT IT OR NOT? CAN GAMES BE MOTIVATING IN LEARNING GRAMMAR? (2016)KAHOOT IT OR NOT? CAN GAMES B…Climbing up the leaderboard: an empirical study of applying Gamification techniques to a computer programming class (2016)Climbing up the leaderboard: …The wear out effect of a game-based student response system (2014)The wear out effect of a game…The Classroom Observation Protocol for Undergraduate STEM (COPUS): A New Instrument to Characterize University STEM Classroom Practices (2013)The Classroom Observation Pro…Learning from Past and Present: Electronic Response Systems in College Lecture Halls (2002)Learning from Past and Presen…Classrooms: Goals, structures, and student motivation. (1992)Classrooms: Goals, structures…Toward a Theory of Intrinsically Motivating Instruction* (1981)Toward a Theory of Intrinsica…Enhancing EFL/ESL instruction through gamification: a comprehensive review of empirical evidence (2024)Enhancing EFL/ESL instruction…Gender differences in utilizing a game-based approach within the EFL online classrooms (2023)Gender differences in utilizi…Preparing Instructional Objectives (1962)Experience and Education (1986)Interactive-engagement versus traditional methods: A six-thousand-student survey of mechanics test data for introductory physics courses (1998)Assessment of the Effects of Student Response Systems on Student Learning and Attitudes over a Broad Range of Biology Courses (2007)A review of literature reports of clickers applicable to college chemistry classrooms (2008)Using Clickers in Nonmajors- and Majors-Level Biology Courses: Student Opinion, Learning, and Long-Term Retention of Course Material (2008)Science and Human Behavior (1953)Human Problem Solving (1972)Beyond boredom and anxiety (1975)The psychology of curiosity: A review and reinterpretation. (1994)Focus on Formative Feedback (2008)What video games have to teach us about learning and literacy (2003)What Video Games Have to Teach Us about Learning and Literacy (2004)Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2008)The effect of Kahoot, Quizizz and Google Forms on the student's perception in the classrooms response system (2017)The Effects of Flow, Emotional Engagement, and Motivation on Success in a Gamified Online Learning Environment (2019)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)Assessment and Classroom Learning (1998)Motivational Beliefs, Values, and Goals (2002)School Engagement: Potential of the Concept, State of the Evidence (2004)Taxonomy of Educational Objectives: The Classification of Educational Goals, Handbook I: Cognitive Domain (1956)The Measurement of Observer Agreement for Categorical Data (1977)Does Active Learning Work? A Review of the Research (2004)Increasing the Use of Student-Centered Pedagogies from Moderate to High Improves Student Learning and Attitudes about Biology (2016)Students’ Responses to Emergency Remote Online Teaching Reveal Critical Factors for All Teaching (2020)The Curious Construct of Active Learning (2021)E-learning and the science of instruction: Proven guidelines for consumers and designers of multimedia learning (2003)Using game theory and Competition-based Learning to stimulate student motivation and performance (2010)The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)Kahoot: A Promising Tool for Formative Assessment in Medical Education (2017)Gamification in Higher Education: Impact on Student Motivation and the Acquisition of Social and Civic Key Competencies (2020)Active learning tools improve the learning outcomes, scientific attitude, and critical thinking in higher education: Experiences in an online course during the COVID ‐19 pandemic (2021)Digital game-based learning (2003)Digital Game-Based Learning (2020)Using Game-Based Learning to Support Learning Science: A Study with Middle School Students (2020)Digital game-based learning in K-12 mathematics education: a systematic literature review (2021)Using gamification to support learning in K‐12 education: A systematic literature review (2023)Motivation in Education: Theory, Research, and Applications (1995)From game design elements to gamefulness (2011)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Una revisión sistemática sobre gamificación, motivación y aprendizaje en universitarios (2019)Gamification in Physical Education: Evaluation of Impact on Motivation and Academic Performance within Higher Education (2020)Gamification and active learning in higher education: is it possible to match digital society, academia and students' interests? (2021)Case Study Research: Design and Methods (1984)Qualitative evaluation and research methods (1990)Using thematic analysis in psychology (2006)Comparing success and engagement in gamified learning experiences via Kahoot and Quizizz (2019)Game on! A state-of-the-art overview of doing business with gamification (2023)A typology of reviews: an analysis of 14 review types and associated methodologies (2009)Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement (2009)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA Statement. (2009)Variability of teachers’ technology integration in the classroom: A matter of utility! (2021)Effect of Digital Game-Based Learning on Student Engagement and Motivation (2023)Utilising artificial intelligence-enhanced writing mediation to develop academic writing skills in EFL learners: a qualitative study (2024)
this work references cited by second hop· second hop is a sample of the most-cited connections

References

  • 1992Classrooms: Goals, structures, and student motivation.6,461 cited
  • 1981Toward a Theory of Intrinsically Motivating Instruction*2,197 cited
  • 2020The effect of using Kahoot! for learning – A literature review900 cited
  • 2014The wear out effect of a game-based student response system594 cited
  • 2013The Classroom Observation Protocol for Undergraduate STEM (COPUS): A New Instrument to Characterize University STEM Classroom Practices573 cited
  • 2018Students’ perception of Kahoot!’s influence on teaching and learning521 cited
  • 2018Perceptions of Students for Gamification Approach: Kahoot as a Case Study402 cited
  • 2017Using Kahoot! in the Classroom to Create Engagement and Active Learning: A Game-Based Technology Solution for eLearning Novices378 cited
  • 2002Learning from Past and Present: Electronic Response Systems in College Lecture Halls290 cited
  • 2017Use of digital game based learning and gamification in secondary school science: The effect on student engagement, learning and gender difference216 cited
  • 2016Climbing up the leaderboard: an empirical study of applying Gamification techniques to a computer programming class194 cited
  • 2016KAHOOT IT OR NOT? CAN GAMES BE MOTIVATING IN LEARNING GRAMMAR?172 cited
  • 2018Enhancement of Performance and Motivation through Application of Digital Games in an English Language Class.160 cited

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

2017
Diverse delivery methods and strong psychological benefits: A review of online formative assessment
115 cited
  • 2018Game-Based Versus to Non-Game-Based: The Impact of Student Response Systems on Students'Achievements, Engagements and Test Anxieties78 cited
  • 2018Investigation of the effects of an online instant response system on students in a middle school of a rural area76 cited
  • Cited by

    • 2023Gender differences in utilizing a game-based approach within the EFL online classrooms38 cited
    • 2024Enhancing EFL/ESL instruction through gamification: a comprehensive review of empirical evidence36 cited