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Gamification als didaktisches Mittel in der Hochschulbildung
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Gamification als didaktisches Mittel in der Hochschulbildung (2021)Gamification als didaktisches Mittel in d…The impact of gamification on learning and instruction: A systematic review of empirical evidence (2020)The impact of gamification on…Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts (2020)Does gamification improve stu…The Gamification of Learning: a Meta-analysis (2019)The Gamification of Learning:…How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)How gamification motivates: A…Gamification for health and wellbeing: A systematic review of the literature (2016)Gamification for health and w…Towards understanding the effects of individual gamification elements on intrinsic motivation and performance (2015)Towards understanding the eff…The ICAP Framework: Linking Cognitive Engagement to Active Learning Outcomes (2014)The ICAP Framework: Linking C…Demographic differences in perceived benefits from gamification (2014)Demographic differences in pe…A RECIPE for Meaningful Gamification (2014)A RECIPE for Meaningful Gamif…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 in Education: What, How, Why Bother? (2011)Gamification in Education: Wh…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 …The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)The Motivational Pull of Vide…Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Self-determination theory and…Intrinsic Motivation and Self-Determination in Human Behavior (1985)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Gamification. using game-design elements in non-gaming contexts (2011)The benefits of playing video games. (2013)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Rules of Play: Game Design Fundamentals (2003)Motivational and self-regulated learning components of classroom academic performance. (1990)School Engagement: Potential of the Concept, State of the Evidence (2004)Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching (2006)Eight Ways to Promote Generative Learning (2015)Active learning narrows achievement gaps for underrepresented students in undergraduate science, technology, engineering, and math (2020)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)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)The Power of Feedback (2007)Introduction to Meta‐Analysis (2009)The potential of digital tools to enhance mathematics and science learning in secondary schools: A context-specific meta-analysis (2020)Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education (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)Mind in Society: The Development of Higher Psychological Processes (1978)Content Analysis: An Introduction to its Methodology. (1984)Content Analysis: An Introduction to Its Methodology (2019)Gamification in Science Education. A Systematic Review of the Literature (2021)Society and the Adolescent Self-Image (1965)Positive psychology: An introduction. (2000)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)Gamification in theory and action: A survey (2014)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)
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References

  • 2000Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being.54,579 cited
  • 2011From game design elements to gamefulness11,928 cited
  • 2012The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education3,765 cited
  • 2006The Motivational Pull of Video Games: A Self-Determination Theory Approach3,386 cited
  • 2014The ICAP Framework: Linking Cognitive Engagement to Active Learning Outcomes3,189 cited
  • 2016How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction2,602 cited
  • 2019The Gamification of Learning: a Meta-analysis2,587 cited
  • 2011Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps2,378 cited
  • 2012For the Win: How Game Thinking Can Revolutionize Your Business2,354 cited
  • 2020The impact of gamification on learning and instruction: A systematic review of empirical evidence1,475 cited
  • 2016Gamification for health and wellbeing: A systematic review of the literature1,393 cited
  • 2011Gamification in Education: What, How, Why Bother?1,242 cited
  • 2015Towards understanding the effects of individual gamification elements on intrinsic motivation and performance1,240 cited
  • 2020Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts

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993 cited
  • 2014Demographic differences in perceived benefits from gamification950 cited
  • 2014A RECIPE for Meaningful Gamification816 cited
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