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Brazilian and Spanish Mathematics Teachers’ Predispositions towards Gamification in STEAM Education
16 references·3 citing·49 second hopsampled
Brazilian and Spanish Mathematics Teachers’ Predispositions towards Gamification in STEAM Education (2021)Brazilian and Spanish Mathematics Teacher…Supporting Teachers on Their STEAM Journey: A Collaborative STEAM Teacher Training Program (2021)Supporting Teachers on Their …State of Research on Gamification in Education: A Bibliometric Survey (2021)State of Research on Gamifica…Escape Rooms in STEM Teaching and Learning—Prospective Field or Declining Trend? A Literature Review (2021)Escape Rooms in STEM Teaching…Analysis of the Use and Integration of the Flipped Learning Model, Project-Based Learning, and Gamification Methodologies by Secondary School Mathematics Teachers (2021)Analysis of the Use and Integ…Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts (2020)Does gamification improve stu…Effects of a Gamification and Flipped-Classroom Program for Teachers in Training on Motivation and Learning Perception (2019)Effects of a Gamification and…STEAM in practice and research: An integrative literature review (2018)STEAM in practice and researc…Examining competitive, collaborative and adaptive gamification in young learners' math learning (2018)Examining competitive, collab…Diseño del formato de escalas tipo Likert: un estado de la cuestión (2018)Diseño del formato de escalas…Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017)Gamifying education: what is …Gamification: a systematic review of design frameworks (2017)Gamification: a systematic re…Teachers’ Perceptions and Practices of STEAM Education in South Korea (2016)Teachers’ Perceptions and Pra…Analysis of Korean Elementary Pre-Service Teachers’ Changing Attitudes About Integrated STEAM Pedagogy Through Developing Lesson Plans (2016)Analysis of Korean Elementary…Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does Gamification Work? -- A …Learning for STEM Literacy: STEM Literacy for Learning (2012)Learning for STEM Literacy: S…From game design elements to gamefulness (2011)From game design elements to …Transforming online education: the impact of gamification on teacher training in a university environment (2023)Transforming online education…Use of Gamification in Primary and Secondary Education: A Systematic Literature Review (2022)Use of Gamification in Primar…The Influence of Science Technology Engineering Arts Mathematics-Based Psychological Capital Combined With Ideological and Political Education on the Entrepreneurial Performance and Sports Morality of College Teachers and Students (2022)The Influence of Science Tech…Identity: Youth and Crisis (1968)A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives (2001)New Literacies: Everyday Practices and Classroom Learning (2003)Making sense of “STEM education” in K-12 contexts (2018)Understanding K-12 STEM Education: a Framework for Developing STEM Literacy (2020)The Importance of STEM Sense of Belonging and Academic Hope in Enhancing Persistence for Low-Income, Underrepresented STEM Students (2023)The theory of planned behavior (1991)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. 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An Experiment Using 5-Point, 7-Point and 10-Point Scales (2008)The Impact of e-WOM on Hotels Management Reputation: Exploring TripAdvisor Review Credibility With the ELM Model (2019)Efectos del Covid-19 en el comportamiento del consumidor: Caso Ecuador (2020)Open laboratories for social innovation: a strategy for research and innovation in education for peace and sustainable developmentSustainable development is an issue of high relevance for all countries, and universities play a fundamental role in promotin (2020)A systematic literature review of empirical evidence on computer games and serious games (2012)Gamifying learning experiences: Practical implications and outcomes (2013)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Adaptive Gamification in Education: A Literature Review of Current Trends and Developments (2019)Adaptive Gamification in Science Education: An Analysis of the Impact of Implementation and Adapted Game Elements on Students’ Motivation (2023)Gamification in Education: Why, Where, When, and How?—A Systematic Review (2023)The integrative review: updated methodology (2005)Writing Integrative Literature Reviews: Guidelines and Examples (2005)Next Generation Science Standards: For States, By States (2013)Applying digital escape rooms infused with science teaching in elementary school: Learning performance, learning motivation, and problem-solving ability (2020)At the dawn of science, technology, engineering, arts, and mathematics (STEAM) education: prospects, priorities, processes, and problems (2021)STEAM in education: a bibliometric analysis of performance and co-words in Web of Science (2021)Bias in meta-analysis detected by a simple, graphical test (1997)Using thematic analysis in psychology (2006)Gamification Applications in E-learning: A Literature Review (2021)Gamification in Science Education. 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References

  • 2011From game design elements to gamefulness8,391 cited
  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification5,197 cited
  • 2017Gamifying education: what is known, what is believed and what remains uncertain: a critical review1,450 cited
  • 2020Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts693 cited
  • 2018STEAM in practice and research: An integrative literature review663 cited
  • 2018Diseño del formato de escalas tipo Likert: un estado de la cuestión449 cited
  • 2012Learning for STEM Literacy: STEM Literacy for Learning348 cited
  • 2017Gamification: a systematic review of design frameworks327 cited
  • 2018Examining competitive, collaborative and adaptive gamification in young learners' math learning231 cited
  • 2016Teachers’ Perceptions and Practices of STEAM Education in South Korea226 cited
  • 2021State of Research on Gamification in Education: A Bibliometric Survey182 cited
  • 2016Analysis of Korean Elementary Pre-Service Teachers’ Changing Attitudes About Integrated STEAM Pedagogy Through Developing Lesson Plans142 cited
  • 2021Supporting Teachers on Their STEAM Journey: A Collaborative STEAM Teacher Training Program119 cited
  • 2019Effects of a Gamification and Flipped-Classroom Program for Teachers in Training on Motivation and Learning Perception

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112 cited
  • 2021Escape Rooms in STEM Teaching and Learning—Prospective Field or Declining Trend? A Literature Review108 cited
  • 2021Analysis of the Use and Integration of the Flipped Learning Model, Project-Based Learning, and Gamification Methodologies by Secondary School Mathematics Teachers96 cited
  • Cited by

    • 2022Use of Gamification in Primary and Secondary Education: A Systematic Literature Review47 cited
    • 2023Transforming online education: the impact of gamification on teacher training in a university environment47 cited
    • 2022The Influence of Science Technology Engineering Arts Mathematics-Based Psychological Capital Combined With Ideological and Political Education on the Entrepreneurial Performance and Sports Morality of College Teachers and Students10 cited