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Gamification in E-Learning and Sustainability: A Theoretical Framework
16 references·3 citing·47 second hopsampled
Gamification in E-Learning and Sustainability: A Theoretical Framework (2021)Gamification in E-Learning and Sustainabi…Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education (2021)Between Level Up and Game Ove…Applying Industry 4.0 technologies in the COVID–19 sustainable chains (2021)Applying Industry 4.0 technol…Exploring the impact of gamification on student engagement and involvement with e-learning systems (2019)Exploring the impact of gamif…To gamify or not to gamify? 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…A systematic review of gamification in e-Health (2017)A systematic review of gamifi…Gamification for Engaging Computer Science Students in Learning Activities: A Case Study (2014)Gamification for Engaging Com…Motivation and performance in a game-based intelligent tutoring system. (2013)Motivation and performance in…Gamifying learning experiences: Practical implications and outcomes (2013)Gamifying learning experience…A social gamification framework for a K-6 learning platform (2012)A social gamification framewo…Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement (2009)Preferred Reporting Items for…Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement (2009)Preferred reporting items for…Engaging Group E-Learning in Virtual Worlds (2009)Engaging Group E-Learning in …Web-based quiz-game-like formative assessment: Development and evaluation (2008)Web-based quiz-game-like form…EGameFlow: A scale to measure learners’ enjoyment of e-learning games (2008)EGameFlow: A scale to measure…Successful implementation of user-centered game based learning in higher education: An example from civil engineering (2006)Successful implementation of …The impact of intrinsic motivation on e‐learning in authentic computer tasks (2004)The impact of intrinsic motiv…Business simulation games from the perspective of accounting and management professors: Implications for sustainability education in universities (2025)Business simulation games fro…Gamification for sustainability: A systematic review of applications, trends, and opportunities (2024)Gamification for sustainabili…A two-phase systematic literature review on the use of serious games for sustainable environmental education (2024)A two-phase systematic litera…Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Scale Development : Theory and Applications (1991)The role of psychology in understanding the impact of computer games (2011)Assessment in and of Serious Games: An Overview (2013)Gameful Experience in Gamification: Construction and Validation of a Gameful Experience Scale [GAMEX] (2018)What Video Games Have to Teach Us about Learning and Literacy (2004)From game design elements to gamefulness (2011)Developing a Theory of Gamified Learning (2014)Gamification and student motivation (2014)The effect of gamification on motivation and engagement (2017)Digital Game-Based Learning (2020)Basics of qualitative research : techniques and procedures for developing grounded theory (1998)School Engagement: Potential of the Concept, State of the Evidence (2004)Engaging Asian students through game mechanics: Findings from two experiment studies (2015)A qualitative investigation of student perceptions of game elements in a gamified course (2017)The Effects of Flow, Emotional Engagement, and Motivation on Success in a Gamified Online Learning Environment (2019)Conditions of Learning (1965)Human Characteristics and School Learning (1979)Using game theory and Competition-based Learning to stimulate student motivation and performance (2010)A concept map-embedded educational computer game for improving students' learning performance in natural science courses (2013)Play, Dreams And Imitation In Childhood (2013)The wear out effect of a game-based student response system (2014)The Strengthening the Reporting of Observational Studies in Epidemiology (STROBE) Statement: Guidelines for Reporting Observational Studies (2007)The PRISMA Statement for Reporting Systematic Reviews and Meta-Analyses of Studies That Evaluate Health Care Interventions: Explanation and Elaboration (2009)The PRISMA statement for reporting systematic reviews and meta-analyses of studies that evaluate healthcare interventions: explanation and elaboration (2009)PRISMA Extension for Scoping Reviews (PRISMA-ScR): Checklist and Explanation (2018)The PRISMA 2020 statement: an updated guideline for reporting systematic reviews (2021)Motivational and self-regulated learning components of classroom academic performance. (1990)A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. (1999)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Examining motivation in online distance learning environments: Complex, multifaceted and situation-dependent (2011)Exploring the Implications of Virtual Reality Technology in Tourism Marketing: An Integrated Research Framework (2015)The impact of a flipped classroom design on learning performance in higher education: Looking for the best “blend” of lectures and guiding questions with feedback (2017)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA Statement. (2009)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)Analyzing the Past to Prepare for the Future: Writing a Literature Review (2002)The PRISMA statement for reporting systematic reviews and meta-analyses of studies that evaluate health care interventions: explanation and elaboration (2009)Digital Escape Rooms as Innovative Pedagogical Tools in Education: A Systematic Literature Review (2021)Augmented Reality and Gamification in Education: A Systematic Literature Review of Research, Applications, and Empirical Studies (2022)Virtual reality and gamification in education: a systematic review (2024)Improving the quality of reports of meta-analyses of randomised controlled trials: the QUOROM statement (1999)The Revised CONSORT Statement for Reporting Randomized Trials: Explanation and Elaboration (2001)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)
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References

  • 2009Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement83,813 cited
  • 2009Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement63,979 cited
  • 2013Gamifying learning experiences: Practical implications and outcomes2,013 cited
  • 2017A systematic review of gamification in e-Health1,021 cited
  • 2012A social gamification framework for a K-6 learning platform854 cited
  • 2008EGameFlow: A scale to measure learners’ enjoyment of e-learning games767 cited
  • 2006Successful implementation of user-centered game based learning in higher education: An example from civil engineering660 cited
  • 2021Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education508 cited
  • 2014Gamification for Engaging Computer Science Students in Learning Activities: A Case Study483 cited
  • 2004The impact of intrinsic motivation on e‐learning in authentic computer tasks351 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
  • 2019Exploring the impact of gamification on student engagement and involvement with e-learning systems258 cited
  • 2013Motivation and performance in a game-based intelligent tutoring system.182 cited
  • 2009

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Engaging Group E-Learning in Virtual Worlds
180 cited
  • 2008Web-based quiz-game-like formative assessment: Development and evaluation162 cited
  • 2021Applying Industry 4.0 technologies in the COVID–19 sustainable chains145 cited
  • Cited by

    • 2024A two-phase systematic literature review on the use of serious games for sustainable environmental education45 cited
    • 2024Gamification for sustainability: A systematic review of applications, trends, and opportunities43 cited
    • 2025Business simulation games from the perspective of accounting and management professors: Implications for sustainability education in universities9 cited