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Gamification tools in the learning of shipbuilding in the undergraduate marine engineering education
16 references·5 citing·41 second hop
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An experimental field study of the influence of badges on motivation, activity, and performance in an online learning course (2017)To gamify or not to gamify? A…How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)How gamification motivates: A…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…Assessing the effectiveness of digital game-based learning: Best practices (2015)Assessing the effectiveness o…The wear out effect of a game-based student response system (2014)The wear out effect of a game…Gamification and student motivation (2014)Gamification and student moti…Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does Gamification Work? -- A …The effect of virtual achievements on student engagement (2013)The effect of virtual achieve…Gamification. using game-design elements in non-gaming contexts (2011)Gamification. using game-desi…The Effect of Gamification Using Kahoot on Students' Critical Thinking Abilities: The Role of Mediating Learning Engagement and Motivation (2024)The Effect of Gamification Us…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…Application of game-based online learning platform: Kahoot a formative evaluation tool to assess learning (2023)Application of game-based onl…Teaching calculus in the first year of an engineering degree using a Digital Escape Room in an online scenario (2022)Teaching calculus in the firs…Game on: Can Gamification Enhance Productivity? (2022)Game on: Can Gamification Enh…Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)From game design elements to gamefulness (2011)The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)Gamified learning in higher education: A systematic review of the literature (2018)Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education (2021)Gamification in Science Education. A Systematic Review of the Literature (2021)The theory of planned behavior (1991)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)The Galaxy platform for accessible, reproducible and collaborative biomedical analyses: 2016 update (2016)A Theory of Social Comparison Processes (1954)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Why do people use gamification services? (2015)Does gamification satisfy needs? 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(1995)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Basic psychological need theory: Advancements, critical themes, and future directions (2020)The impact of gamification on learning and instruction: A systematic review of empirical evidence (2020)Diagnostic and Statistical Manual of Mental Disorders(DSM) (2008)Mental Health and the Covid-19 Pandemic (2020)Multidisciplinary research priorities for the COVID-19 pandemic: a call for action for mental health science (2020)Using social and behavioural science to support COVID-19 pandemic response (2020)A Brief Measure for Assessing Generalized Anxiety Disorder (2006)A systematic review and meta-analysis of longitudinal cohort studies comparing mental health before versus during the COVID-19 pandemic in 2020 (2021)Psychological impacts from COVID-19 among university students: Risk factors across seven states in the United States (2021)The Strategy Concept I: Five Ps for Strategy (1987)Platform Revolution: How Networked Markets Are Transforming the Economy--and How to Make Them Work for You (2016)The sharing economy and digital platforms: A review and research agenda (2018)Digital transformation in business and management research: An overview of the current status quo (2021)Metaverse marketing: How the metaverse will shape the future of consumer research and practice (2022)Opinion Paper: “So what if ChatGPT wrote it?” Multidisciplinary perspectives on opportunities, challenges and implications of generative conversational AI for research, practice and policy (2023)The Multidimensional Scale of Perceived Social Support (1988)Exploring undergraduate students’ attitudes towards emergency online learning during COVID-19: A case from the UAE (2020)The socio-economic implications of the coronavirus pandemic (COVID-19): A review (2020)Emergency remote teaching in higher education: mapping the first global online semester (2021)Gamification in theory and action: A survey (2014)
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References

  • 2020The psychological impact of quarantine and how to reduce it: rapid review of the evidence16,377 cited
  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification5,197 cited
  • 2011Gamification. using game-design elements in non-gaming contexts2,412 cited
  • 2020Impacts of the COVID-19 Pandemic on Life of Higher Education Students: A Global Perspective2,194 cited
  • 2016How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction2,059 cited
  • 2015Gamification in Education: A Systematic Mapping Study1,551 cited
  • 2020Students under lockdown: Comparisons of students’ social networks and mental health before and during the COVID-19 crisis in Switzerland1,489 cited
  • 2020Impact of COVID-19 pandemic on information management research and practice: Transforming education, work and life1,231 cited
  • 2014Gamification and student motivation884 cited
  • 2015Do badges increase user activity? A field experiment on the effects of gamification677 cited
  • 2014The wear out effect of a game-based student response system594 cited
  • 2013The effect of virtual achievements on student engagement497 cited
  • 2020Challenges of remote assessment in higher education in the context of COVID-19: a case study of Middle East College380 cited
  • 2015

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Assessing the effectiveness of digital game-based learning: Best practices
347 cited
  • 2017To gamify or not to gamify? An experimental field study of the influence of badges on motivation, activity, and performance in an online learning course327 cited
  • 2020Teacher Experiences in Converting Classes to Distance Learning in the COVID-19 Pandemic273 cited
  • Cited by

    • 2023Application of game-based online learning platform: Kahoot a formative evaluation tool to assess learning24 cited
    • 2023Blogged into the System: A Systematic Review of the Gamification in e-Learning before and during the COVID-19 Pandemic23 cited
    • 2024The Effect of Gamification Using Kahoot on Students' Critical Thinking Abilities: The Role of Mediating Learning Engagement and Motivation23 cited
    • 2022Teaching calculus in the first year of an engineering degree using a Digital Escape Room in an online scenario22 cited
    • 2022Game on: Can Gamification Enhance Productivity?21 cited