SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
A Content Analysis and Meta-Analysis on the Effects of Classcraft on Gamification Learning Experiences in terms of Learning Achievement and Motivation
16 references·0 citing·35 second hop
A Content Analysis and Meta-Analysis on the Effects of Classcraft on Gamification Learning Experiences in terms of Learning Achievement and Motivation (2021)A Content Analysis and Meta-Analysis on t…The Effect of Educational Games on Learning Outcomes, Student Motivation, Engagement and Satisfaction (2020)The Effect of Educational Gam…Planned online language education versus crisis‐prompted online language teaching: Lessons for the future (2020)Planned online language educa…The Gamification of Learning: a Meta-analysis (2019)The Gamification of Learning:…Cycling for Transportation in Sao Paulo City: Associations with Bike Paths, Train and Subway Stations (2018)Cycling for Transportation in…Effects of digital game-based learning on students’ self-efficacy, motivation, anxiety, and achievements in learning mathematics (2014)Effects of digital game-based…Improving learning achievements, motivations and problem-solving skills through a peer assessment-based game development approach (2013)Improving learning achievemen…Reality is broken: why games make us better and how they can change the world (2012)Reality is broken: why games …Introduction to Meta‐Analysis (2009)Introduction to Meta‐AnalysisGame Design Workshop (2008)Game Design WorkshopThe Dilemma of Performance-Approach Goals: The Use of Multiple Goal Contexts to Promote Students' Motivation and Learning. (2005)The Dilemma of Performance-Ap…Intrinsic and Extrinsic Motivational Orientations in the Classroom: Age Differences and Academic Correlates. (2005)Intrinsic and Extrinsic Motiv…Rules of Play: Game Design Fundamentals (2003)Rules of Play: Game Design Fu…Extrinsic Rewards and Intrinsic Motivation in Education: Reconsidered Once Again (2001)Extrinsic Rewards and Intrins…Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Intrinsic and Extrinsic Motiv…Beyond boredom and anxiety (1975)Beyond boredom and anxietyExperience and Education. (1938)Experience and Education.Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)What Adolescents Learn in Organized Youth Activities: A Survey of Self‐Reported Developmental Experiences (2003)The effects of parental involvement on students’ academic self‐efficacy, engagement and intrinsic motivation (2009)Student Motivation and Associated Outcomes: A Meta-Analysis From Self-Determination Theory (2021)Culture and the Self: Implications for Cognition, Emotion, and Motivation (1991)A meta-analytic review of achievement goal measures: Different labels for the same constructs or different constructs with similar labels? (2010)A self-determination theory approach to predicting school achievement over time: the unique role of intrinsic motivation (2014)Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions (2020)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)Motivational Beliefs, Values, and Goals (2002)Technology Acceptance Model 3 and a Research Agenda on Interventions (2008)The Power of Feedback (2007)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)The game, the player, the world: looking for a heart of gameness (2003)Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)Serious games and the gamification of tourism (2016)The benefits of playing video games. (2013)Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy (2016)The Digital Workforce and the Workplace of the Future (2016)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)Qualitative Analysis for Social Scientists (1987)Stories of Experience and Narrative Inquiry (1990)Students' Need for Belonging in the School Community (2000)A basic introduction to fixed-effect and random-effects models for meta-analysis (2010)Calculating and reporting effect sizes to facilitate cumulative science: a practical primer for t-tests and ANOVAs (2013)How to perform a meta-analysis with R: a practical tutorial (2019)Defining Game Mechanics (2008)From game design elements to gamefulness (2011)Gamification Science, Its History and Future: Definitions and a Research Agenda (2018)
this work references cited by second hop

References

  • 2000Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions18,652 cited
  • 2009Introduction to Meta‐Analysis14,215 cited
  • 1938Experience and Education.6,904 cited
  • 1975Beyond boredom and anxiety5,708 cited
  • 2003Rules of Play: Game Design Fundamentals5,481 cited
  • 2012Reality is broken: why games make us better and how they can change the world2,923 cited
  • 2001Extrinsic Rewards and Intrinsic Motivation in Education: Reconsidered Once Again1,595 cited
  • 2019The Gamification of Learning: a Meta-analysis1,503 cited
  • 2005Intrinsic and Extrinsic Motivational Orientations in the Classroom: Age Differences and Academic Correlates.1,298 cited
  • 2008Game Design Workshop1,098 cited
  • 2005The Dilemma of Performance-Approach Goals: The Use of Multiple Goal Contexts to Promote Students' Motivation and Learning.598 cited
  • 2018Cycling for Transportation in Sao Paulo City: Associations with Bike Paths, Train and Subway Stations337 cited
  • 2020The Effect of Educational Games on Learning Outcomes, Student Motivation, Engagement and Satisfaction336 cited
  • 2020Planned online language education versus crisis‐prompted online language teaching: Lessons for the future327 cited
  • 2014

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

Effects of digital game-based learning on students’ self-efficacy, motivation, anxiety, and achievements in learning mathematics
253 cited
  • 2013Improving learning achievements, motivations and problem-solving skills through a peer assessment-based game development approach237 cited
  • Cited by

    No citing works inside the corpus for this window.