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Gameful Learning for a More Sustainable World
16 references·0 citing·50 second hop
Gameful Learning for a More Sustainable World (2021)Gameful Learning for a More Sustainable W…Do badges increase user activity? A field experiment on the effects of gamification (2015)Do badges increase user activ…Digital Games, Design, and Learning (2015)Digital Games, Design, and Le…Cognitive Perspectives on Peer Learning (2014)Cognitive Perspectives on Pee…Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Assessing the effects of gami…Working memory (2010)Working memoryDeFT: A conceptual framework for considering learning with multiple representations (2006)DeFT: A conceptual framework …Video Games and the Future of Learning (2005)Video Games and the Future of…What video games have to teach us about learning and literacy (2003)What video games have to teac…Games, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Self-determination theory and…Activity theory as a framework for designing constructivist learning environments (1999)Activity theory as a framewor…Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games (1996)Seriously considering play: D…Application of cognitive, skill-based, and affective theories of learning outcomes to new methods of training evaluation. (1993)Application of cognitive, ski…New Conceptualizations of Practice: Common Principles in Three Paradigms Suggest New Concepts for Training (1992)New Conceptualizations of Pra…Situated Cognition and the Culture of Learning (1989)Situated Cognition and the Cu…Play and Its Role in the Mental Development of the Child (1967)Play and Its Role in the Ment…A Theory of Social Comparison Processes (1954)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)Construct validity in psychological tests. (1955)Handbook of Industrial and Organizational Psychology. (1977)Self-efficacy: Toward a unifying theory of behavioral change. 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References

  • 2000Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being.46,804 cited
  • 1989Situated Cognition and the Culture of Learning13,635 cited
  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 2002Games, Motivation, and Learning: A Research and Practice Model3,211 cited
  • 1967Play and Its Role in the Mental Development of the Child2,684 cited
  • 2014Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance1,927 cited
  • 1993Application of cognitive, skill-based, and affective theories of learning outcomes to new methods of training evaluation.1,829 cited
  • 2006DeFT: A conceptual framework for considering learning with multiple representations1,668 cited
  • 1992New Conceptualizations of Practice: Common Principles in Three Paradigms Suggest New Concepts for Training1,581 cited
  • 2015Digital Games, Design, and Learning1,268 cited
  • 1999Activity theory as a framework for designing constructivist learning environments1,187 cited
  • 2010Working memory1,123 cited
  • 2005Video Games and the Future of Learning1,120 cited
  • 1996Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games

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999 cited
  • 2014Cognitive Perspectives on Peer Learning867 cited
  • 2015Do badges increase user activity? A field experiment on the effects of gamification677 cited
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