SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Personalization Improves Gamification
16 references·3 citing·41 second hop
Personalization Improves Gamification (2021)Personalization Improves GamificationThe Gamification of Learning: a Meta-analysis (2019)The Gamification of Learning:…Gamified learning in higher education: A systematic review of the literature (2018)Gamified learning in higher e…The Rise of Motivational Information Systems: A Review of Gamification Research (2017)The Rise of Motivational Info…Self-Determination Theory: Basic Psychological Needs in Motivation, Development, and Wellness (2017)Self-Determination Theory: Ba…Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017)Gamifying education: what is …Local Standards for Sample Size at CHI (2016)Local Standards for Sample Si…Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does Gamification Work? -- A …Developing a Theory of Gamified Learning (2014)Developing a Theory of Gamifi…Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Assessing the effects of gami…From game design elements to gamefulness (2011)From game design elements to …Motivational profiles from a self-determination perspective: The quality of motivation matters. (2009)Motivational profiles from a …Visible Learning for Teachers: Maximizing Impact on Learning (2007)Visible Learning for Teachers…Using thematic analysis in psychology (2006)Using thematic analysis in ps…Research design: qualitative, quantitative, and mixed methods approaches (2003)Research design: qualitative,…A Motivational Science Perspective on the Role of Student Motivation in Learning and Teaching Contexts. (2003)A Motivational Science Perspe…A Revision of Bloom's Taxonomy: An Overview (2002)A Revision of Bloom's Taxonom…Exploring the impact of the adaptive gamified assessment on learners in blended learning (2024)Exploring the impact of the a…How Personalization Affects Motivation in Gamified Review Assessments (2023)How Personalization Affects M…RETRACTED: Capturing potential impact of challenge-based gamification on gamified quizzing in the classroom (2021)RETRACTED: Capturing potentia…Qualitative evaluation and research methods (1990)Qualitative Data Analysis: An Expanded Sourcebook (1994)Basics of qualitative research : techniques and procedures for developing grounded theory (1998)Older Adults' Reasons for Using Technology while Aging in Place (2015)Thematic Analysis (2017)Reflecting on reflexive thematic analysis (2019)The theory of planned behavior (1991)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Gamification. using game-design elements in non-gaming contexts (2011)Gamification in theory and action: A survey (2014)A Theory of Social Comparison Processes (1954)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)The need to belong: Desire for interpersonal attachments as a fundamental human motivation. (1995)Self-Efficacy: The Exercise of Control (1999)Development of Achievement Motivation (2007)A Motivational Perspective on Engagement and Disaffection (2008)Motivation and cognitive load in the flipped classroom: definition, rationale and a call for research (2014)Taxonomy of Educational Objectives: The Classification of Educational Goals, Handbook I: Cognitive Domain (1956)A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives (2001)The essential elements of team‐based learning (2008)Increased Structure and Active Learning Reduce the Achievement Gap in Introductory Biology (2011)Enhancing Student Engagement Using the Flipped Classroom (2014)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction (2019)Past, present, and future of customer engagement (2021)Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)The Power of Feedback (2007)Introduction to Meta‐Analysis (2009)The potential of digital tools to enhance mathematics and science learning in secondary schools: A context-specific meta-analysis (2020)Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education (2021)Using Mixed-Methods Sequential Explanatory Design: From Theory to Practice (2005)Integrating quantitative and qualitative research: how is it done? (2006)Achieving Effective Remote Working During the COVID‐19 Pandemic: A Work Design Perspective (2020)Self-Determination Theory in Work Organizations: The State of a Science (2017)Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions (2020)Partial Least Squares Structural Equation Modeling (PLS-SEM) in second language and education research: Guidelines using an applied example (2022)
this work references cited by second hop

References

  • 2006Using thematic analysis in psychology193,725 cited
  • 2003Research design: qualitative, quantitative, and mixed methods approaches18,745 cited
  • 2017Self-Determination Theory: Basic Psychological Needs in Motivation, Development, and Wellness12,563 cited
  • 2011From game design elements to gamefulness8,391 cited
  • 2002A Revision of Bloom's Taxonomy: An Overview7,800 cited
  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification5,197 cited
  • 2003A Motivational Science Perspective on the Role of Student Motivation in Learning and Teaching Contexts.3,055 cited
  • 2014Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance1,927 cited
  • 2017The Rise of Motivational Information Systems: A Review of Gamification Research1,764 cited
  • 2019The Gamification of Learning: a Meta-analysis1,503 cited
  • 2017Gamifying education: what is known, what is believed and what remains uncertain: a critical review1,450 cited
  • 2007Visible Learning for Teachers: Maximizing Impact on Learning1,300 cited
  • 2009Motivational profiles from a self-determination perspective: The quality of motivation matters.1,077 cited
  • 2014Developing a Theory of Gamified Learning

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

915 cited
  • 2018Gamified learning in higher education: A systematic review of the literature875 cited
  • 2016Local Standards for Sample Size at CHI656 cited
  • Cited by

    • 2021RETRACTED: Capturing potential impact of challenge-based gamification on gamified quizzing in the classroom46 cited
    • 2024Exploring the impact of the adaptive gamified assessment on learners in blended learning46 cited
    • 2023How Personalization Affects Motivation in Gamified Review Assessments41 cited