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Online Gamified Learning to Enhance Teachers’ Competencies Using Classcraft
16 references·2 citing·48 second hop
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Game Based Learning: Comparative Study (2016)Educational Gamification Vs. …Classcraft: from gamification to ludicization of classroom management (2016)Classcraft: from gamification…English-for-Teaching: rethinking teacher proficiency in the classroom (2015)English-for-Teaching: rethink…Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Challenging games help studen…Gamification in theory and action: A survey (2014)Gamification in theory and ac…Design and Development Research (2013)Design and Development Resear…Book Review: 'The Gamification of Learning and Instruction: Game-Based Methods and Strategies For Training And Education' by Karl Kapp (2012)Book Review: 'The Gamificatio…The Online Learner: Characteristics and Pedagogical Implications (2007)The Online Learner: Character…Taking educational games seriously: using the RETAIN model to design endogenous fantasy into standalone educational games (2007)Taking educational games seri…DEVELOPMENTAL RESEARCH: STUDIES OF INSTRUCTIONAL DESIGN AND DEVELOPMENT (2003)DEVELOPMENTAL RESEARCH: STUDI…Enhancing EFL/ESL instruction through gamification: a comprehensive review of empirical evidence (2024)Enhancing EFL/ESL instruction…Gamification in Engineering Education: The Use of Classcraft Platform to Improve Motivation and Academic Performance (2022)Gamification in Engineering E…A social gamification framework for a K-6 learning platform (2012)The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)Leaderboards in a virtual classroom: A test of stereotype threat and social comparison explanations for women's math performance (2014)Serious Games and Gamification in the Corporate Training Environment: a Literature Review (2019)Examining the effectiveness of gamification as a tool promoting teaching and learning in educational settings: a meta-analysis (2023)Taxonomy of Educational Objectives: The Classification of Educational Goals, Handbook I: Cognitive Domain (1956)An Introduction to Discourse Analysis: Theory and Method (1999)What Video Games Have to Teach Us about Learning and Literacy (2004)Sustaining iterative game playing processes in DGBL: The relationship between motivational processing and outcome processing (2010)Essential features of serious games design in higher education: Linking learning attributes to game mechanics (2016)Effects of digital game-based STEM education on students’ learning achievement: a meta-analysis (2022)Online Learning: Concepts, Strategies, and Application (2004)Communities of Practice: The Organizational Frontier (2006)Making the Grade: Online Education in the United States, 2006. 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References

  • 2014Gamification in theory and action: A survey2,509 cited
  • 2015Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning1,710 cited
  • 2017Gamifying education: what is known, what is believed and what remains uncertain: a critical review1,450 cited
  • 2012Book Review: 'The Gamification of Learning and Instruction: Game-Based Methods and Strategies For Training And Education' by Karl Kapp1,138 cited
  • 2019Using gamification to support learning English as a second language: a systematic review359 cited
  • 2007Taking educational games seriously: using the RETAIN model to design endogenous fantasy into standalone educational games354 cited
  • 2016Educational Gamification Vs. Game Based Learning: Comparative Study342 cited
  • 2007The Online Learner: Characteristics and Pedagogical Implications330 cited
  • 2017Gamification in Education286 cited
  • 2013Design and Development Research279 cited
  • 2003DEVELOPMENTAL RESEARCH: STUDIES OF INSTRUCTIONAL DESIGN AND DEVELOPMENT262 cited
  • 2021Gamification as Online Teaching Strategy During COVID-19: A Mini-Review204 cited
  • 2019The Effects of Gamification in Online Learning Environments: A Systematic Literature Review190 cited
  • 2015English-for-Teaching: rethinking teacher proficiency in the classroom

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166 cited
  • 2016Classcraft: from gamification to ludicization of classroom management130 cited
  • 2016Gamification Elements for Learning Applications101 cited
  • Cited by

    • 2024Enhancing EFL/ESL instruction through gamification: a comprehensive review of empirical evidence36 cited
    • 2022Gamification in Engineering Education: The Use of Classcraft Platform to Improve Motivation and Academic Performance34 cited