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Taking the pulse of a classroom with a gamified audience response system
16 references·1 citing·48 second hop
Taking the pulse of a classroom with a gamified audience response system (2021)Taking the pulse of a classroom with a ga…Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts (2020)Does gamification improve stu…Can gamification help to improve education? Findings from a longitudinal study (2020)Can gamification help to impr…Serious Gaming and Gamification Education in Health Professions: Systematic Review (2019)Serious Gaming and Gamificati…Gamification in the classroom: Examining the impact of gamified quizzes on student learning (2019)Gamification in the classroom…A systematic review of gamification in e-Health (2017)A systematic review of gamifi…How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)How gamification motivates: A…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…An Empirical Test of the Theory of Gamified Learning (2014)An Empirical Test of the Theo…Gamifying learning experiences: Practical implications and outcomes (2013)Gamifying learning experience…Do points, levels and leaderboards harm intrinsic motivation? (2013)Do points, levels and leaderb…Measuring emotions in students’ learning and performance: The Achievement Emotions Questionnaire (AEQ) (2010)Measuring emotions in student…Clickers in the Large Classroom: Current Research and Best-Practice Tips (2007)Clickers in the Large Classro…Increasing interactivity in lectures using an electronic voting system (2004)Increasing interactivity in l…Developing and Validating Multiple-choice Test Items (2004)Developing and Validating Mul…Developing and validating multiple-choice test items (1995)Developing and validating mul…Blogged into the System: A Systematic Review of the Gamification in e-Learning before and during the COVID-19 Pandemic (2023)Blogged into the System: A Sy…The theory of planned behavior (1991)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. 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(2009)Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education (2021)Enhancing user engagement: The role of gamification in mobile apps (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)Games, Motivation, and Learning: A Research and Practice Model (2002)Digital game-based learning (2003)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Digital Problem-Based Learning in Health Professions: Systematic Review and Meta-Analysis by the Digital Health Education Collaboration (2019)The Effect of Educational Games on Learning Outcomes, Student Motivation, Engagement and Satisfaction (2020)Benefits of gamification in medical education (2022)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. A Systematic Review of the Literature (2021)Virtual reality and gamification in education: a systematic review (2024)Three Options Are Optimal for Multiple‐Choice Items: A Meta‐Analysis of 80 Years of Research (2005)Developing, Analyzing, and Using Distractors for Multiple-Choice Tests in Education: A Comprehensive Review (2017)Applied Psychometrics: The Steps of Scale Development and Standardization Process (2018)
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References

  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification5,197 cited
  • 2010Measuring emotions in students’ learning and performance: The Achievement Emotions Questionnaire (AEQ)2,245 cited
  • 2016How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction2,059 cited
  • 2013Gamifying learning experiences: Practical implications and outcomes2,013 cited
  • 2014Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance1,927 cited
  • 2007Clickers in the Large Classroom: Current Research and Best-Practice Tips1,292 cited
  • 2017A systematic review of gamification in e-Health1,021 cited
  • 2020Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts693 cited
  • 2019Serious Gaming and Gamification Education in Health Professions: Systematic Review646 cited
  • 2004Developing and Validating Multiple-choice Test Items588 cited
  • 2004Increasing interactivity in lectures using an electronic voting system548 cited
  • 1995Developing and validating multiple-choice test items533 cited
  • 2014An Empirical Test of the Theory of Gamified Learning363 cited
  • 2019

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Gamification in the classroom: Examining the impact of gamified quizzes on student learning
330 cited
  • 2013Do points, levels and leaderboards harm intrinsic motivation?314 cited
  • 2020Can gamification help to improve education? Findings from a longitudinal study301 cited
  • Cited by

    • 2023Blogged into the System: A Systematic Review of the Gamification in e-Learning before and during the COVID-19 Pandemic23 cited