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Active Student Learning through Gamification in a Learning Management System
16 references·1 citing·34 second hop
Active Student Learning through Gamification in a Learning Management System (2021)Active Student Learning through Gamificat…Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions (2020)Intrinsic and extrinsic motiv…How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)How gamification motivates: A…Towards understanding the effects of individual gamification elements on intrinsic motivation and performance (2015)Towards understanding the eff…Do badges increase user activity? A field experiment on the effects of gamification (2015)Do badges increase user activ…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 …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…Active learning increases student performance in science, engineering, and mathematics (2014)Active learning increases stu…Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service (2013)Transforming homo economicus …Gamifying learning experiences: Practical implications and outcomes (2013)Gamifying learning experience…Situational interest, computer self‐efficacy and self‐regulation: Their impact on student engagement in distance education (2011)Situational interest, compute…From game design elements to gamefulness (2011)From game design elements to …Development and Distortion of Malaysian Public- Private Partnerships: Patronage, Privatised Profits and Pitfalls DOI: 10.1111/j.1467- 8500.2009.00655.x (2010)Development and Distortion of…Designing games with a purpose (2008)Designing games with a purposeSchool Engagement: Potential of the Concept, State of the Evidence (2004)School Engagement: Potential …Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Self-determination theory and…Learning Management System Acceptance Analysis Using Hedonic Motivation System Adoption Model (2022)Learning Management System Ac…The theory of planned behavior (1991)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)Practical Meta-Analysis (2000)Does Active Learning Work? A Review of the Research (2004)Digest of Education Statistics (2014)Flipped classroom improves student learning in health professions education: a meta-analysis (2018)Measuring actual learning versus feeling of learning in response to being actively engaged in the classroom (2019)Active learning narrows achievement gaps for underrepresented students in undergraduate science, technology, engineering, and math (2020)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Gamification. using game-design elements in non-gaming contexts (2011)Flow: The Psychology of Optimal Experience (1991)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)The need to belong: Desire for interpersonal attachments as a fundamental human motivation. (1995)The Four-Phase Model of Interest Development (2006)Customer Engagement (2011)The ICAP Framework: Linking Cognitive Engagement to Active Learning Outcomes (2014)Science and Human Behavior (1953)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)The Gamification of Learning: a Meta-analysis (2019)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Basic psychological need theory: Advancements, critical themes, and future directions (2020)The impact of gamification on learning and instruction: A systematic review of empirical evidence (2020)The psychology of interpersonal relations. (1958)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)Uncertainty, Threat, and the Role of the Media in Promoting the Dehumanization of Immigrants and Refugees (2013)How do mindfulness-based cognitive therapy and mindfulness-based stress reduction improve mental health and wellbeing? A systematic review and meta-analysis of mediation studies (2015)The PERMA-Profiler: A brief multidimensional measure of flourishing (2016)Applying the self-determination theory (SDT) to explain student engagement in online learning during the COVID-19 pandemic (2021)Autonomy-supportive teaching: Its malleability, benefits, and potential to improve educational practice (2021)Student Motivation and Associated Outcomes: A Meta-Analysis From Self-Determination Theory (2021)
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References

  • 2000Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being.46,804 cited
  • 2010Development and Distortion of Malaysian Public- Private Partnerships: Patronage, Privatised Profits and Pitfalls DOI: 10.1111/j.1467- 8500.2009.00655.x16,129 cited
  • 2004School Engagement: Potential of the Concept, State of the Evidence12,540 cited
  • 2014Active learning increases student performance in science, engineering, and mathematics9,767 cited
  • 2011From game design elements to gamefulness8,391 cited
  • 2020Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions6,009 cited
  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification5,197 cited
  • 2014Gamification in theory and action: A survey2,509 cited
  • 2016How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction2,059 cited
  • 2013Gamifying learning experiences: Practical implications and outcomes2,013 cited
  • 2014Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance1,927 cited
  • 2008Designing games with a purpose1,155 cited
  • 2015Towards understanding the effects of individual gamification elements on intrinsic motivation and performance

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995 cited
  • 2011Situational interest, computer self‐efficacy and self‐regulation: Their impact on student engagement in distance education785 cited
  • 2013Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service687 cited
  • 2015Do badges increase user activity? A field experiment on the effects of gamification677 cited
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    • 2022Learning Management System Acceptance Analysis Using Hedonic Motivation System Adoption Model8 cited