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A collaborative escape room as gamification strategy to increase learning motivation and develop curricular skills of occupational therapy students
16 references·2 citing·44 second hop
A collaborative escape room as gamification strategy to increase learning motivation and develop curricular skills of occupational therapy students (2021)A collaborative escape room as gamificati…The impact of gamification on learning and instruction: A systematic review of empirical evidence (2020)The impact of gamification on…Comparing success and engagement in gamified learning experiences via Kahoot and Quizizz (2019)Comparing success and engagem…A Meta-Analysis of Use of Serious Games in Education over a Decade (2019)A Meta-Analysis of Use of Ser…“Achievement unlocked!” - The impact of digital achievements as a gamification element on motivation and performance (2019)“Achievement unlocked!” - The…The impact on nursing students' opinions and motivation of using a “Nursing Escape Room” as a teaching game: A descriptive study (2018)The impact on nursing student…Gamification in Action: Theoretical and Practical Considerations for Medical Educators (2018)Gamification in Action: Theor…Gamification and serious games: A literature meta-analysis and integrative model (2018)Gamification and serious game…Break out of the Classroom: The Use of Escape Rooms as an Alternative Teaching Strategy in Surgical Education (2018)Break out of the Classroom: T…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…Room escape at class: Escape games activities to facilitate the motivation and learning in computer science (2017)Room escape at class: Escape …Educational Gamification Vs. Game Based Learning: Comparative Study (2016)Educational Gamification Vs. …Gamification in Education and Business (2014)Gamification in Education and…A RECIPE for Meaningful Gamification (2014)A RECIPE for Meaningful Gamif…Gamifying learning experiences: Practical implications and outcomes (2013)Gamifying learning experience…The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)The Gamification of Learning …From game design elements to gamefulness (2011)From game design elements to …Effect of strategic memory advanced reasoning training (SMART) therapy for enhancing final-year high school students career choices (2025)Effect of strategic memory ad…Game design elements of serious games in the education of medical and healthcare professions: a mixed-methods systematic review of underlying theories and teaching effectiveness (2024)Game design elements of serio…The Behavior of Organisms: An Experimental Analysis (1939)Homo Ludens: A Study of the Play-Element in Culture. (1951)Finding flow: the psychology of engagement with everyday life (1997)Gamification in the Workplace: The Central Role of the Aesthetic Experience (2017)Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education (2021)Virtual reality and gamification in education: a systematic review (2024)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Gamification. using game-design elements in non-gaming contexts (2011)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Gamification in theory and action: A survey (2014)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)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)A Theory of Social Comparison Processes (1954)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)The Effects of Gamification in Online Learning Environments: A Systematic Literature Review (2019)The role of gamified learning strategies in student's motivation in high school and higher education: A systematic review (2023)Gamification enhances student intrinsic motivation, perceptions of autonomy and relatedness, but minimal impact on competency: a meta-analysis and systematic review (2024)A systematic literature review of empirical evidence on computer games and serious games (2012)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Mapping learning and game mechanics for serious games analysis (2014)Game-based learning in medical education (2023)Gamification and Game Based Learning for Vocational Education and Training: A Systematic Literature Review (2023)Serious Games and Gamification in Healthcare: A Meta-Review (2023)Qualitative Research for Education: An Introduction to Theory and Methods (1997)Qualitative research: Methods in the social sciences (2006)Designing and Conducting Mixed Methods Research (2007)Evaluating Impact on Motivation and Academic Performance of a Game-Based Learning Experience Using Kahoot (2019)A literature review on the influence of Kahoot! On learning outcomes, interaction, and collaboration (2021)Gamification and active learning in higher education: is it possible to match digital society, academia and students' interests? (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)Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)An Empirical Test of the Theory of Gamified Learning (2014)Gamification of task performance with leaderboards: A goal setting experiment (2015)Digital game-based vocabulary learning: where are we and where are we going? (2019)Application of the Educational Game to Enhance Student Learning (2021)Applying a business simulation game in a flipped classroom to enhance engagement, learning achievement, and higher-order thinking skills (2022)
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References

  • 2011From game design elements to gamefulness8,391 cited
  • 2012The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education3,765 cited
  • 2013Gamifying learning experiences: Practical implications and outcomes2,013 cited
  • 2020The impact of gamification on learning and instruction: A systematic review of empirical evidence963 cited
  • 2014A RECIPE for Meaningful Gamification674 cited
  • 2019A Meta-Analysis of Use of Serious Games in Education over a Decade564 cited
  • 2014Gamification in Education and Business494 cited
  • 2019Comparing success and engagement in gamified learning experiences via Kahoot and Quizizz418 cited
  • 2016Educational Gamification Vs. Game Based Learning: Comparative Study342 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
  • 2018The impact on nursing students' opinions and motivation of using a “Nursing Escape Room” as a teaching game: A descriptive study313 cited
  • 2018Gamification in Action: Theoretical and Practical Considerations for Medical Educators254 cited
  • 2019“Achievement unlocked!” - The impact of digital achievements as a gamification element on motivation and performance249 cited
  • 2018Break out of the Classroom: The Use of Escape Rooms as an Alternative Teaching Strategy in Surgical Education

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245 cited
  • 2018Gamification and serious games: A literature meta-analysis and integrative model245 cited
  • 2017Room escape at class: Escape games activities to facilitate the motivation and learning in computer science243 cited
  • Cited by

    • 2024Game design elements of serious games in the education of medical and healthcare professions: a mixed-methods systematic review of underlying theories and teaching effectiveness43 cited
    • 2025Effect of strategic memory advanced reasoning training (SMART) therapy for enhancing final-year high school students career choices20 cited