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Developing an active-learning app to improve critical thinking: item selection and gamification effects
16 references·1 citing·39 second hop
Developing an active-learning app to improve critical thinking: item selection and gamification effects (2021)Developing an active-learning app to impr…The effect of challenge-based gamification on learning: An experiment in the context of statistics education (2020)The effect of challenge-based…Incentive design and gamification for knowledge management (2019)Incentive design and gamifica…How gamification of an enterprise collaboration system increases knowledge contribution: an affordance approach (2017)How gamification of an enterp…Effectiveness of gamification in the engagement of students (2015)Effectiveness of gamification…Do badges increase user activity? A field experiment on the effects of gamification (2015)Do badges increase user activ…“Working out for likes”: An empirical study on social influence in exercise gamification (2015)“Working out for likes”: An e…Motivating Students to Learn (2014)Motivating Students to LearnLeaderboards in a virtual classroom: A test of stereotype threat and social comparison explanations for women's math performance (2014)Leaderboards in a virtual cla…Gamification and student motivation (2014)Gamification and student moti…Gamifying learning experiences: Practical implications and outcomes (2013)Gamifying learning experience…Framework for Designing and Evaluating Game Achievements (2011)Framework for Designing and E…Motivating Students to Learn (2004)Motivating Students to LearnA Theory of Fun for Game Design (2004)A Theory of Fun for Game Desi…Critical thinking : how to prepare students for a rapidly changing world (1995)Critical thinking : how to pr…How College Affects Students: Findings and Insights From Twenty Years of Research. (1992)How College Affects Students:…A taxonomy of critical thinking dispositions and abilities. (1987)A taxonomy of critical thinki…Effectiveness of gamification in nursing degree education (2024)Effectiveness of gamification…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)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)The theory of planned behavior (1991)Common method biases in behavioral research: A critical review of the literature and recommended remedies. 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A study on the relationship between gamification features and intrinsic need satisfaction (2019)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)School Engagement: Potential of the Concept, State of the Evidence (2004)Adaptive Gamification for Learning Environments (2018)Tailored gamification in education: A literature review and future agenda (2022)Adding Value: Learning Communities and Student Engagement (2004)Pedagogies of Engagement: Classroom-Based Practices (2005)Unseen disadvantage: How American universities' focus on independence undermines the academic performance of first-generation college students. (2012)Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)"Alone together?" (2006)Beyond Play (2007)THE ROLE OF SELF-EFFICACY BELIEFS INSTUDENT ENGAGEMENT AND LEARNING INTHECLASSROOM (2003)A meta-analytic examination of the goal orientation nomological net. (2007)Student engagement with school: Critical conceptual and methodological issues of the construct (2008)Critical thinking assessment (1993)Student engagement and achievement in American secondary schools (1993)The Institutional Dynamics of International Political Orders (1998)Discourse Patterns and Collaborative Scientific Reasoning in Peer and Teacher-Guided Discussions (1999)A Consensus Statement on Critical Thinking in Nursing (2000)The role of metacognitive skills in developing critical thinking (2010)
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References

  • 1992How College Affects Students: Findings and Insights From Twenty Years of Research.3,070 cited
  • 2013Gamifying learning experiences: Practical implications and outcomes2,013 cited
  • 2004Motivating Students to Learn1,288 cited
  • 1987A taxonomy of critical thinking dispositions and abilities.1,146 cited
  • 2004A Theory of Fun for Game Design1,110 cited
  • 2014Gamification and student motivation884 cited
  • 2015Do badges increase user activity? A field experiment on the effects of gamification677 cited
  • 1995Critical thinking : how to prepare students for a rapidly changing world482 cited
  • 2015“Working out for likes”: An empirical study on social influence in exercise gamification473 cited
  • 2015Effectiveness of gamification in the engagement of students383 cited
  • 2020The effect of challenge-based gamification on learning: An experiment in the context of statistics education331 cited
  • 2014Motivating Students to Learn303 cited
  • 2014Leaderboards in a virtual classroom: A test of stereotype threat and social comparison explanations for women's math performance269 cited
  • 2011Framework for Designing and Evaluating Game Achievements224 cited
  • 2019Incentive design and gamification for knowledge management

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217 cited
  • 2017How gamification of an enterprise collaboration system increases knowledge contribution: an affordance approach175 cited
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    • 2024Effectiveness of gamification in nursing degree education33 cited