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Assessing the Effects of Gamification on Enhancing Information Security Awareness Knowledge
16 references·1 citing·32 second hopsampled
Assessing the Effects of Gamification on Enhancing Information Security Awareness Knowledge (2021)Assessing the Effects of Gamification on …Application of the Educational Game to Enhance Student Learning (2021)Application of the Educationa…The interactivity of video and collaboration for learning achievement, intrinsic motivation, cognitive load, and behavior patterns in a digital game-based learning environment (2019)The interactivity of video an…Gamification in the classroom: Examining the impact of gamified quizzes on student learning (2019)Gamification in the classroom…Digital game-based L2 learning outcomes for primary through high-school students: A systematic literature review (2019)Digital game-based L2 learnin…A web-based collaborative reading annotation system with gamification mechanisms to improve reading performance (2019)A web-based collaborative rea…The Rise of Motivational Information Systems: A Review of Gamification Research (2017)The Rise of Motivational Info…The use of gamification in education: a bibliometric and text mining analysis (2016)The use of gamification in ed…Studying student differentiation in gamified education: A long-term study (2016)Studying student differentiat…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:…How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)How gamification motivates: A…Towards understanding the effects of individual gamification elements on intrinsic motivation and performance (2015)Towards understanding the eff…Gamification in Education: A Systematic Mapping Study (2015)Gamification in Education: A …Do badges increase user activity? A field experiment on the effects of gamification (2015)Do badges increase user activ…Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does Gamification Work? -- A …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…Investigating the learning‐theory foundations of game‐based learning: a meta‐analysis (2011)Investigating the learning‐th…A review of empirical research on game-based digital citizenship education (2025)A review of empirical researc…A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. (1999)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)From game design elements to gamefulness (2011)The Gamification of Learning: a Meta-analysis (2019)The theory of planned behavior (1991)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)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017)A Theory of Social Comparison Processes (1954)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Situated Learning: Legitimate Peripheral Participation. (1994)Foundations of Game-Based Learning (2015)Game-based Learning and 21st century skills: A review of recent research (2016)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 Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)An Introduction to the Five‐Factor Model and Its Applications (1992)The Big Five Trait taxonomy: History, measurement, and theoretical perspectives. (1999)A very brief measure of the Big-Five personality domains (2003)The impact of gamification on learning and instruction: A systematic review of empirical evidence (2020)Gamification Applications in E-learning: A Literature Review (2021)Gamification of e-learning in higher education: a systematic literature review (2023)The need to belong: Desire for interpersonal attachments as a fundamental human motivation. (1995)Basic psychological need theory: Advancements, critical themes, and future directions (2020)Choices, values, and frames. (1984)Choices, Values, and Frames (2013)Gamification of in‐class activities in flipped classroom lectures (2020)Consumers acceptance of artificially intelligent (AI) device use in service delivery (2019)Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction (2019)
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References

  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification6,655 cited
  • 2016How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction2,602 cited
  • 2014Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance2,383 cited
  • 2017The Rise of Motivational Information Systems: A Review of Gamification Research2,229 cited
  • 2015Gamification in Education: A Systematic Mapping Study1,551 cited
  • 2015Towards understanding the effects of individual gamification elements on intrinsic motivation and performance1,240 cited
  • 2015Do badges increase user activity? A field experiment on the effects of gamification779 cited
  • 2019Gamification in the classroom: Examining the impact of gamified quizzes on student learning330 cited
  • 2016Individualising gamification: An investigation of the impact of learning styles and personality traits on the efficacy of gamification using a prediction market322 cited
  • 2011Investigating the learning‐theory foundations of game‐based learning: a meta‐analysis279 cited
  • 2016The use of gamification in education: a bibliometric and text mining analysis278 cited
  • 2019Digital game-based L2 learning outcomes for primary through high-school students: A systematic literature review250 cited
  • 2019The interactivity of video and collaboration for learning achievement, intrinsic motivation, cognitive load, and behavior patterns in a digital game-based learning environment

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224 cited
  • 2016Studying student differentiation in gamified education: A long-term study209 cited
  • 2021Application of the Educational Game to Enhance Student Learning154 cited
  • 2019A web-based collaborative reading annotation system with gamification mechanisms to improve reading performance141 cited
  • Cited by

    • 2025A review of empirical research on game-based digital citizenship education21 cited