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Design and evaluation of a multi-sensory scaffolding gamification science course with mobile technology for learners with total blindness
16 references·2 citing·45 second hop
Design and evaluation of a multi-sensory scaffolding gamification science course with mobile technology for learners with total blindness (2021)Design and evaluation of a multi-sensory …Gamification in theory and action: A survey (2014)Gamification in theory and ac…Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness (2013)Digital game-based learning: …Our Princess Is in Another Castle (2012)Our Princess Is in Another Ca…A systematic literature review of empirical evidence on computer games and serious games (2012)A systematic literature revie…From game design elements to gamefulness (2011)From game design elements to …The “I's” Have It: A Framework for Serious Educational Game Design (2010)The “I's” Have It: A Framewor…Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2008)Digital Game-Based Learning i…Games, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Perceived Usefulness, Perceiv…Observing Interaction: An Introduction to Sequential Analysis (1988)Observing Interaction: An Int…Development and use of the ARCS model of instructional design (1987)Development and use of the AR…The measurement of interrater agreement (1981)The measurement of interrater…Interaction between Learning and Development (1980)Interaction between Learning …THE ROLE OF TUTORING IN PROBLEM SOLVING * (1976)THE ROLE OF TUTORING IN PROBL…Beyond boredom and anxiety (1975)Beyond boredom and anxietyThe selection of upper and lower groups for the validation of test items. (1939)The selection of upper and lo…Maybe we’ve got it wrong. An experimental evaluation of self-determination and Flow Theory in gamification (2023)Maybe we’ve got it wrong. An …Design and Development of a Scaffolding-Based Mindtool for Gamified Learning Classrooms (2022)Design and Development of a S…Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Self-efficacy mechanism in human agency. (1982)User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies (2000)User Acceptance of Information Technology: Toward A Unified View1 (2003)A new criterion for assessing discriminant validity in variance-based structural equation modeling (2014)Plans and the structure of behavior. 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An extended TAM with social influences and flow experience (2003)Enjoyment: At the Heart of Media Entertainment (2004)Gamifying learning experiences: Practical implications and outcomes (2013)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Handbook of Self-Regulation of Learning and Performance (2017)Science and Human Behavior (1953)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)The Gamification of Learning: a Meta-analysis (2019)Subjective Well-Being (1984)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Handbook of Positive Psychology (2001)Measuring Behaviour. 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References

  • 1989Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology68,271 cited
  • 1976THE ROLE OF TUTORING IN PROBLEM SOLVING *8,828 cited
  • 2011From game design elements to gamefulness8,391 cited
  • 1975Beyond boredom and anxiety5,708 cited
  • 2002Games, Motivation, and Learning: A Research and Practice Model3,211 cited
  • 2012A systematic literature review of empirical evidence on computer games and serious games2,890 cited
  • 2014Gamification in theory and action: A survey2,509 cited
  • 1987Development and use of the ARCS model of instructional design2,332 cited
  • 1988Observing Interaction: An Introduction to Sequential Analysis2,301 cited
  • 1980Interaction between Learning and Development2,150 cited
  • 2008Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation1,689 cited
  • 1981The measurement of interrater agreement874 cited
  • 1939The selection of upper and lower groups for the validation of test items.773 cited
  • 2012Our Princess Is in Another Castle737 cited
  • 2013Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness

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614 cited
  • 2010The “I's” Have It: A Framework for Serious Educational Game Design478 cited
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    • 2022Design and Development of a Scaffolding-Based Mindtool for Gamified Learning Classrooms33 cited
    • 2023Maybe we’ve got it wrong. An experimental evaluation of self-determination and Flow Theory in gamification32 cited