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RETRACTED: Capturing potential impact of challenge-based gamification on gamified quizzing in the classroom
16 references·1 citing·43 second hop
RETRACTED: Capturing potential impact of challenge-based gamification on gamified quizzing in the classroom (2021)RETRACTED: Capturing potential impact of …The effect of using Kahoot! for learning – A literature review (2020)The effect of using Kahoot! f…Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017)Gamifying education: what is …Gamification in Education: A Systematic Mapping Study (2015)Gamification in Education: A …Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Challenging games help studen…Gamification in theory and action: A survey (2014)Gamification in theory and ac…Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does Gamification Work? -- A …Developing a Theory of Gamified Learning (2014)Developing a Theory of Gamifi…Gamifying learning experiences: Practical implications and outcomes (2013)Gamifying learning experience…Bridging the Qualitative–Quantitative Divide: Guidelines for Conducting Mixed Methods Research in Information Systems1 (2013)Bridging the Qualitative–Quan…Self-Determination Theory (2012)Self-Determination TheoryA social gamification framework for a K-6 learning platform (2012)A social gamification framewo…From Game Design Elements to Gamefulness: Defining “Gamification” (2011)From Game Design Elements to …Agency as a fourth aspect of students’ engagement during learning activities (2011)Agency as a fourth aspect of …Using thematic analysis in psychology (2006)Using thematic analysis in ps…Qualitative Evaluation and Research Methods (1992)Qualitative Evaluation and Re…Achievement motivation: Conceptions of ability, subjective experience, task choice, and performance. (1984)Achievement motivation: Conce…Effectiveness of gamification and selection of appropriate teaching methods of creativity: Students’ perspectives (2023)Effectiveness of gamification…Qualitative evaluation and research methods (1990)Qualitative Data Analysis: An Expanded Sourcebook (1994)Basics of qualitative research : techniques and procedures for developing grounded theory (1998)Older Adults' Reasons for Using Technology while Aging in Place (2015)Thematic Analysis (2017)Reflecting on reflexive thematic analysis (2019)The theory of planned behavior (1991)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. 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(2003)Gamified learning in higher education: A systematic review of the literature (2018)The role of gamified e-quizzes on student learning and engagement: An interactive gamification solution for a formative assessment system (2019)Enhancing user engagement: The role of gamification in mobile apps (2021)Science and Human Behavior (1953)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)The Gamification of Learning: a Meta-analysis (2019)The qualitative research interview (2006)Generalization in quantitative and qualitative research: Myths and strategies (2010)Self‐Regulation and the Problem of Human Autonomy: Does Psychology Need Choice, Self‐Determination, and Will? (2006)How Technology Is Changing Work and Organizations (2016)The influence of tourism experience and well-being on place attachment (2018)
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References

  • 2006Using thematic analysis in psychology193,725 cited
  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification5,197 cited
  • 1984Achievement motivation: Conceptions of ability, subjective experience, task choice, and performance.4,159 cited
  • 1992Qualitative Evaluation and Research Methods3,307 cited
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  • 2013Gamifying learning experiences: Practical implications and outcomes2,013 cited
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  • 2015Gamification in Education: A Systematic Mapping Study1,551 cited
  • 2017Gamifying education: what is known, what is believed and what remains uncertain: a critical review1,450 cited
  • 2011From Game Design Elements to Gamefulness: Defining “Gamification”1,340 cited
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  • 2020

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The effect of using Kahoot! for learning – A literature review
900 cited
  • 2012A social gamification framework for a K-6 learning platform854 cited
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    • 2023Effectiveness of gamification and selection of appropriate teaching methods of creativity: Students’ perspectives42 cited