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Critical Perspective on Gamification in Education
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Critical Perspective on Gamification in Education (2014)Critical Perspective on Gamification in E…Digital Game-Based Learning (2020)Digital Game-Based LearningImproving Students’ Learning With Effective Learning Techniques (2013)Improving Students’ Learning …A meta-analysis of the cognitive and motivational effects of serious games. (2013)A meta-analysis of the cognit…The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)The Gamification of Learning …Reality is broken: why games make us better and how they can change the world (2012)Reality is broken: why games …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 …Cognitive control in media multitaskers (2009)Cognitive control in media mu…Designing and Conducting Mixed Methods Research (2007)Designing and Conducting Mixe…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…What video games have to teach us about learning and literacy (2003)What video games have to teac…Digital game-based learning (2003)Digital game-based learningThe Teaching Gap: Best Ideas from the World's Teachers for Improving Education in the Classroom (2000)The Teaching Gap: Best Ideas …Scholarship Reconsidered: Priorities of the Professoriate (1992)Scholarship Reconsidered: Pri…Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. (1994)A pedagogy of Multiliteracies Designing Social Futures (1996)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)The malleability of spatial skills: A meta-analysis of training studies. (2012)Gamifying learning experiences: Practical implications and outcomes (2013)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)Reciprocal Teaching of Comprehension-Fostering and Comprehension-Monitoring Activities (1984)Handbook of reading research (1991)Visible Learning: A Synthesis of Over 800 Meta-Analyses Relating to Achievement (2008)Active learning increases student performance in science, engineering, and mathematics (2014)Cognitive Theory of Multimedia Learning (2014)Handbook of Self-Regulation of Learning and Performance (2017)Situated Learning (1991)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Interactive Multimodal Learning Environments (2007)Journal of higher education (1996)Bad Management Theories Are Destroying Good Management Practices (2005)Trends in Global Higher Education (2010)Toward a Definition of Mixed Methods Research (2007)Qualitative Content Analysis: Theoretical Background and Procedures (2014)A Concise Introduction to Mixed Methods Research (2021)Subjective well-being: Three decades of progress. (1999)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)The benefits of being present: Mindfulness and its role in psychological well-being. (2003)Digital Natives, Digital Immigrants Part 1 (2001)The Theory and Practice of Online Learning (2008)Toward a psychology of positive youth development. (2000)“Can you see the real me?” A self-based model of authentic leader and follower development (2005)Event tourism: Definition, evolution, and research (2007)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)
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References

  • 2007Designing and Conducting Mixed Methods Research23,297 cited
  • 1990Flow: the psychology of optimal experience12,637 cited
  • 1991Flow: The Psychology of Optimal Experience9,395 cited
  • 2011From game design elements to gamefulness8,391 cited
  • 1992Scholarship Reconsidered: Priorities of the Professoriate6,829 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 2012The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education3,765 cited
  • 2013Improving Students’ Learning With Effective Learning Techniques3,132 cited
  • 2003Digital game-based learning3,104 cited
  • 2012Reality is broken: why games make us better and how they can change the world2,923 cited
  • 2020Digital Game-Based Learning2,893 cited
  • 2012A systematic literature review of empirical evidence on computer games and serious games2,890 cited
  • 2000The Teaching Gap: Best Ideas from the World's Teachers for Improving Education in the Classroom2,548 cited
  • 2009Cognitive control in media multitaskers1,956 cited

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  • 2013A meta-analysis of the cognitive and motivational effects of serious games.1,857 cited
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