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From Digital Distraction to Digital Motivation
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From Digital Distraction to Digital Motivation (2022)From Digital Distraction to Digital Motiv…The influence of technology on academic distraction: A review (2020)The influence of technology o…The effect of using Kahoot! for learning – A literature review (2020)The effect of using Kahoot! f…Gamification in Higher Education: Impact on Student Motivation and the Acquisition of Social and Civic Key Competencies (2020)Gamification in Higher Educat…The effectiveness of gamification technique for higher education students engagement in polytechnic Muadzam Shah Pahang, Malaysia (2018)The effectiveness of gamifica…Students’ perception of Kahoot!’s influence on teaching and learning (2018)Students’ perception of Kahoo…Efficient, helpful, or distracting? A literature review of media multitasking in relation to academic performance (2018)Efficient, helpful, or distra…The myths of the digital native and the multitasker (2017)The myths of the digital nati…Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017)Gamifying education: what is …Logged In and Zoned Out (2016)Logged In and Zoned OutEffects of social media usage and social media multitasking on the academic performance of university students (2016)Effects of social media usage…Digital Distractions in the Classroom Phase II:Student Classroom Use of Digital Devices for Non-Class Related Purposes (2016)Digital Distractions in the C…Make it our time: In class multitaskers have lower academic performance (2015)Make it our time: In class mu…Texting as a distraction to learning in college students (2014)Texting as a distraction to l…Examining the impact of off-task multi-tasking with technology on real-time classroom learning (2011)Examining the impact of off-t…Growing Up Digital: The Rise of the Net Generation (1997)Growing Up Digital: The Rise …THE ‘PSYCHOLOGICAL REFRACTORY PERIOD’ AND THE TIMING OF HIGH‐SPEED PERFORMANCE—A REVIEW AND A THEORY (1952)THE ‘PSYCHOLOGICAL REFRACTORY…Cognitive Load Theory and the Format of Instruction (1991)Digital Natives, Digital Immigrants Part 1 (2001)Digital Natives, Digital Immigrants (2012)The relationship between cell phone use, academic performance, anxiety, and Satisfaction with Life in college students (2013)The Relationship Between Cell Phone Use and Academic Performance in a Sample of U.S. College Students (2015)Social media addiction: Its impact, mediation, and intervention (2019)Cognitive Load During Problem Solving: Effects on Learning (1988)Cognitive control in media multitaskers (2009)Psychological correlates of university students' academic performance: A systematic review and meta-analysis. (2012)The effects of mobile phone use on academic performance: A meta-analysis (2018)Smartphone addiction and associated consequences: role of loneliness and self-regulation (2019)The effects of smartphone addiction on learning: A meta-analysis (2021)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)From game design elements to gamefulness (2011)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)The Gamification of Learning: a Meta-analysis (2019)Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts (2020)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 Computer for the 21st Century (1991)Technological Pedagogical Content Knowledge: A Framework for Teacher Knowledge (2006)Teaching and Teacher Education (2021)Workplace literacy skills—how information and digital literacy affect adoption of digital technology (2022)Perception and communication. (1958)Generation M2: Media in the Lives of 8- to 18-Year-Olds (2010)Perception and Communication (2016)The cognitive challenges of effective teaching (2020)A Review of Evidence on the Role of Digital Technology in Shaping Attention and Cognitive Control in Children (2021)Screen Media Overuse and Associated Physical, Cognitive, and Emotional/Behavioral Outcomes in Children and Adolescents: An Integrative Review (2021)Case Study Research: Design and Methods (1984)Qualitative evaluation and research methods (1990)Using thematic analysis in psychology (2006)Comparing success and engagement in gamified learning experiences via Kahoot and Quizizz (2019)Game on! A state-of-the-art overview of doing business with gamification (2023)A typology of reviews: an analysis of 14 review types and associated methodologies (2009)Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement (2009)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA Statement. (2009)Variability of teachers’ technology integration in the classroom: A matter of utility! (2021)Effect of Digital Game-Based Learning on Student Engagement and Motivation (2023)Utilising artificial intelligence-enhanced writing mediation to develop academic writing skills in EFL learners: a qualitative study (2024)Diagnostic and Statistical Manual of Mental Disorders (2013)Digital Natives, Digital Immigrants (2013)Smartphone use and addiction during the coronavirus disease 2019 (COVID-19) pandemic: cohort study on 184 Italian children and adolescents (2021)The Developing Brain in the Digital Era: A Scoping Review of Structural and Functional Correlates of Screen Time in Adolescence (2021)Comprehensively Summarizing What Distracts Students from Online Learning: A Literature Review (2022)The ‘digital natives’ debate: A critical review of the evidence (2008)Digital natives: Where is the evidence? 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References

  • 1997Growing Up Digital: The Rise of the Net Generation2,745 cited
  • 2017Gamifying education: what is known, what is believed and what remains uncertain: a critical review1,450 cited
  • 1952THE ‘PSYCHOLOGICAL REFRACTORY PERIOD’ AND THE TIMING OF HIGH‐SPEED PERFORMANCE—A REVIEW AND A THEORY920 cited
  • 2020The effect of using Kahoot! for learning – A literature review900 cited
  • 2017The myths of the digital native and the multitasker795 cited
  • 2011Examining the impact of off-task multi-tasking with technology on real-time classroom learning564 cited
  • 2018Students’ perception of Kahoot!’s influence on teaching and learning521 cited
  • 2016Effects of social media usage and social media multitasking on the academic performance of university students461 cited
  • 2018Efficient, helpful, or distracting? A literature review of media multitasking in relation to academic performance287 cited
  • 2020The influence of technology on academic distraction: A review257 cited
  • 2016Logged In and Zoned Out165 cited
  • 2020Gamification in Higher Education: Impact on Student Motivation and the Acquisition of Social and Civic Key Competencies165 cited
  • 2018The effectiveness of gamification technique for higher education students engagement in polytechnic Muadzam Shah Pahang, Malaysia157 cited
  • 2015Make it our time: In class multitaskers have lower academic performance

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149 cited
  • 2016Digital Distractions in the Classroom Phase II:Student Classroom Use of Digital Devices for Non-Class Related Purposes147 cited
  • 2014Texting as a distraction to learning in college students139 cited
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