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Gamified Learning Theory: The Moderating role of learners' learning tendencies
16 references·1 citing·46 second hop
Gamified Learning Theory: The Moderating role of learners' learning tendencies (2021)Gamified Learning Theory: The Moderating …Gameful Experience Questionnaire (GAMEFULQUEST): an instrument for measuring the perceived gamefulness of system use (2019)Gameful Experience Questionna…Adaptive gamification in e-learning based on students’ learning styles (2019)Adaptive gamification in e-le…Teaching and Learning STEM: A Practical Guide (2016)Teaching and Learning STEM: A…Stop propagating the learning styles myth (2016)Stop propagating the learning…Individualising gamification: An investigation of the impact of learning styles and personality traits on the efficacy of gamification using a prediction market (2016)Individualising gamification:…Developing a Theory of Gamified Learning (2014)Developing a Theory of Gamifi…Demographic differences in perceived benefits from gamification (2014)Demographic differences in pe…A RECIPE for Meaningful Gamification (2014)A RECIPE for Meaningful Gamif…Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service (2013)Transforming homo economicus …Toward a Taxonomy Linking Game Attributes to Learning (2012)Toward a Taxonomy Linking Gam…Casual Social Games as Serious Games: The Psychology of Gamification in Undergraduate Education and Employee Training (2011)Casual Social Games as Seriou…Student engagement literature review (2010)Student engagement literature…Assessing Three Sources of Misresponse to Reversed Likert Items (2008)Assessing Three Sources of Mi…Applications, Reliability and Validity of the Index of Learning Styles* (2005)Applications, Reliability and…Motivated Strategies for Learning Questionnaire (1990)Motivated Strategies for Lear…Learning and Teaching Styles in Engineering Education. (1988)Learning and Teaching Styles …An Examination of the Factors and Challenges to Adopting Gamification in English Foreign Language Teaching (2022)An Examination of the Factors…The Behavior of Organisms: An Experimental Analysis (1939)Homo Ludens: A Study of the Play-Element in Culture. (1951)Finding flow: the psychology of engagement with everyday life (1997)Gamification in the Workplace: The Central Role of the Aesthetic Experience (2017)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)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Games, Motivation, and Learning: A Research and Practice Model (2002)An Empirical Test of the Theory of Gamified Learning (2014)Gamification Science, Its History and Future: Definitions and a Research Agenda (2018)The impact of gamification in educational settings on student learning outcomes: a meta-analysis (2020)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)The theory of planned behavior (1991)Do badges increase user activity? A field experiment on the effects of gamification (2015)Why do people use gamification services? (2015)What Is eSports and Why Do People Watch It? (2017)Effectiveness of L2 Instruction: A Research Synthesis and Quantitative Meta‐analysis (2000)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Gamification of task performance with leaderboards: A goal setting experiment (2015)Gamification of health professions education: a systematic review (2020)Gamification in Science Education. A Systematic Review of the Literature (2021)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)The effect of gamification on motivation and engagement (2017)Taxonomy of Educational Objectives: The Classification of Educational Goals, Handbook I: Cognitive Domain (1956)School Engagement: Potential of the Concept, State of the Evidence (2004)Gamification for Engaging Computer Science Students in Learning Activities: A Case Study (2014)Reflective Practitioner (2014)The four pillars of tertiary student engagement and success: a holistic measurement approach (2019)Mapping research in student engagement and educational technology in higher education: a systematic evidence map (2020)Experiential Learning : Experience as the Source of Learning and Development (1983)In-Depth Analysis of the Felder-Silverman Learning Style Dimensions (2007)Inclination towards entrepreneurship among university students: an empirical study of Malaysian university students (2024)Pygmalion in the classroom (1968)Review of research in education (1973)Learning Styles (2008)Teaching the science of learning (2018)Providing Instruction Based on Students’ Learning Style Preferences Does Not Improve Learning (2020)A Systematic Review of Research on Personalized Learning: Personalized by Whom, to What, How, and for What Purpose(s)? (2021)Clarity and coherence of lesson goals as a scaffold for student learning (2005)The interactivity of video and collaboration for learning achievement, intrinsic motivation, cognitive load, and behavior patterns in a digital game-based learning environment (2019)Theories of Motivation in Education: an Integrative Framework (2023)Learning and Teaching Styles In Foreign and Second Language Education (1995)Understanding Student Differences (2005)The Flipped Classroom: A Survey of the Research (2020)
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References

  • 1988Learning and Teaching Styles in Engineering Education.3,483 cited
  • 2005Applications, Reliability and Validity of the Index of Learning Styles*1,204 cited
  • 2010Student engagement literature review1,077 cited
  • 2014Developing a Theory of Gamified Learning915 cited
  • 2014Demographic differences in perceived benefits from gamification840 cited
  • 2013Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service687 cited
  • 2014A RECIPE for Meaningful Gamification674 cited
  • 2016Stop propagating the learning styles myth464 cited
  • 1990Motivated Strategies for Learning Questionnaire399 cited
  • 2012Toward a Taxonomy Linking Game Attributes to Learning393 cited
  • 2008Assessing Three Sources of Misresponse to Reversed Likert Items386 cited
  • 2016Teaching and Learning STEM: A Practical Guide333 cited
  • 2016Individualising gamification: An investigation of the impact of learning styles and personality traits on the efficacy of gamification using a prediction market322 cited
  • 2019Gameful Experience Questionnaire (GAMEFULQUEST): an instrument for measuring the perceived gamefulness of system use301 cited
  • 2011Casual Social Games as Serious Games: The Psychology of Gamification in Undergraduate Education and Employee Training

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272 cited
  • 2019Adaptive gamification in e-learning based on students’ learning styles263 cited
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    • 2022An Examination of the Factors and Challenges to Adopting Gamification in English Foreign Language Teaching32 cited