SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Ocean literacy gamified: A systematic evaluation of the effect of game elements on students’ learning experience
16 references·0 citing·32 second hop
Ocean literacy gamified: A systematic evaluation of the effect of game elements on students’ learning experience (2021)Ocean literacy gamified: A systematic eva…Toward Meaningful Engagement: A Framework for Design and Research of Gamified Information Systems1 (2017)Toward Meaningful Engagement:…Predictors of teachers’ use of ICT in school – the relevance of school characteristics, teachers’ attitudes and teacher collaboration (2016)Predictors of teachers’ use o…Gamifying an ICT course: Influences on engagement and academic performance (2016)Gamifying an ICT course: Infl…Why Gamification is Bullshit (2015)Why Gamification is BullshitTablet use in schools: a critical review of the evidence for learning outcomes (2015)Tablet use in schools: a crit…Gamification: The effect on student motivation and performance at the post-secondary level (2015)Gamification: The effect on s…Gamification in Education: A Systematic Mapping Study (2015)Gamification in Education: A …From Gamification to Gameful Design and Gameful Experience in Learning (2015)From Gamification to Gameful …Toward a Psychology of Optimal Experience (2014)Toward a Psychology of Optima…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. using game-design elements in non-gaming contexts (2011)Gamification. using game-desi…Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps (2011)Gamification by Design: Imple…From game design elements to gamefulness (2011)From game design elements to …Sustainability Education: Perspectives and Practice across Higher Education (2010)Sustainability Education: Per…Games by which to learn and teach about sustainable development: exploring the relevance of games and experiential learning for sustainability (2006)Games by which to learn and t…Does quality of reports of randomised trials affect estimates of intervention efficacy reported in meta-analyses? (1998)Technological Pedagogical Content Knowledge: A Framework for Teacher Knowledge (2006)Weight of Evidence: a framework for the appraisal of the quality and relevance of evidence (2007)Young children and tablets: A systematic review of effects on learning and development (2017)Using Smartphones as Experimental Tools—Effects on Interest, Curiosity, and Learning in Physics Education (2018)Digital transformation in education: Critical components for leaders of system change (2023)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)A systematic review of gamification in e-Health (2017)Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017)The Gamification of Learning: a Meta-analysis (2019)Prospect Theory: An Analysis of Decision under Risk (1979)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Can gamification help to improve education? Findings from a longitudinal study (2020)Augmented Reality and Gamification in Education: A Systematic Literature Review of Research, Applications, and Empirical Studies (2022)Virtual reality and gamification in education: a systematic review (2024)Motivation reconsidered: The concept of competence. (1959)The Social Construction of Reality (1967)Beyond boredom and anxiety (1975)Motivation and creativity: Toward a synthesis of structural and energistic approaches to cognition (1988)Subjective Well-Being and Social Production Functions (1999)Roles of Sexual Objectification Experiences and Internalization of Standards of Beauty in Eating Disorder Symptomatology: A Test and Extension of Objectification Theory. (2005)Gamification in theory and action: A survey (2014)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Approaches to embedding sustainability in teacher education: A synthesis of the literature (2017)Barriers to innovation and sustainability at universities around the world (2017)Education for sustainable development (ESD): Effects of sustainability education on pre-service teachers’ attitude towards sustainable development (SD) (2019)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)
this work references cited by second hop

References

  • 2011From game design elements to gamefulness8,391 cited
  • 2012The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education3,765 cited
  • 2011Gamification. using game-design elements in non-gaming contexts2,412 cited
  • 2011Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps2,374 cited
  • 2012For the Win: How Game Thinking Can Revolutionize Your Business2,354 cited
  • 2015Gamification in Education: A Systematic Mapping Study1,551 cited
  • 2017Toward Meaningful Engagement: A Framework for Design and Research of Gamified Information Systems1520 cited
  • 2014Toward a Psychology of Optimal Experience427 cited
  • 2010Sustainability Education: Perspectives and Practice across Higher Education421 cited
  • 2015Tablet use in schools: a critical review of the evidence for learning outcomes372 cited
  • 2015Why Gamification is Bullshit301 cited
  • 2006Games by which to learn and teach about sustainable development: exploring the relevance of games and experiential learning for sustainability258 cited
  • 2016Predictors of teachers’ use of ICT in school – the relevance of school characteristics, teachers’ attitudes and teacher collaboration219 cited
  • 2016Gamifying an ICT course: Influences on engagement and academic performance204 cited

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

  • 2015Gamification: The effect on student motivation and performance at the post-secondary level199 cited
  • 2015From Gamification to Gameful Design and Gameful Experience in Learning169 cited
  • Cited by

    No citing works inside the corpus for this window.