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The Projection of Gamification and Serious Games in the Learning of Mathematics Multi-Case Study of Secondary Schools in Italy
10 references·0 citing·53 second hop
The Projection of Gamification and Serious Games in the Learning of Mathematics Multi-Case Study of Secondary Schools in Italy (2022)The Projection of Gamification and Seriou…Educación STEM en y para el mundo digital (2020)Educación STEM en y para el m…Escape Room Design as a Game-Based Learning Process for STEAM Education (2019)Escape Room Design as a Game-…Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction (2019)Does gamification satisfy nee…Empirical Support for a Causal Relationship Between Gamification and Learning Outcomes (2018)Empirical Support for a Causa…Digital Game-based Learning and Serious Games in Education (2018)Digital Game-based Learning a…A Necessary Dialogue (2015)A Necessary DialogueIncreasing Student Intrinsic Motivation And Self-Efficacy Through Gamification Pedagogy (2014)Increasing Student Intrinsic …Action Research: Its Foundations in Open Systems Thinking and Relationship to the Scientific Method (2009)Action Research: Its Foundati…‘Me and maths’: towards a definition of attitude grounded on students’ narratives (2009)‘Me and maths’: towards a def…Mixed Methods Research: A Research Paradigm Whose Time Has Come (2004)Mixed Methods Research: A Res…THE DISCOVERY OF GROUNDED THEORY: STRATEGIES FOR QUALITATIVE RESEARCH. By Barney G. Glaser and Anselm L. Strauss. Chicago: Aldine Publishing Company, 1967. 271 pp. $6.75 (1968)Those Who Understand: Knowledge Growth in Teaching (1986)Attitude towards mathematics: a bridge between beliefs and emotions (2011)Exploring new dimensions of mathematics-related affect: embodied and social theories (2012)Attitudes, Beliefs, Motivation and Identity in Mathematics Education (2016)The Discovery of Grounded Theory (2017)Logic: The Theory of Inquiry. (1940)Administrative Behavior: A Study of Decision-Making Processes in Administrative Organization. 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(2000)The effect of gamification on motivation and engagement (2017)Overcoming the novelty effect in online gamified learning systems: An empirical evaluation of student engagement and performance (2019)Using Design-Science Based Gamification to Improve Organizational Security Training and Compliance (2020)Research design: qualitative, quantitative, and mixed methods approaches (2003)Case Study Research (2004)Five Misunderstandings About Case-Study Research (2004)The Central Role of Theory in Qualitative Research (2018)Design for occupational safety and health: A theoretical framework for organisational capability (2020)Research about inclusive education in 2020 – How can we improve our theories in order to change practice? (2020)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)From game design elements to gamefulness (2011)lavaan : An R Package for Structural Equation Modeling (2012)The Role of Gamification Techniques in Promoting Student Learning: A Review and Synthesis (2019)Self-Determination Theory in HCI Games Research: Current Uses and Open Questions (2020)Examining the effectiveness of gamification as a tool promoting teaching and learning in educational settings: a meta-analysis (2023)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Enhancing user engagement: The role of gamification in mobile apps (2021)Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)Usability and responsiveness of artificial intelligence chatbot on online customer experience in e-retailing (2021)Playfulness: Its Relationship to Imagination and Creativity (1977)GameFlow (2005)Full STEAM Ahead: The Benefits of Integrating the Arts Into STEM (2013)Migration of an Escape Room–Style Educational Game to an Online Environment: Design Thinking Methodology (2022)The Impact of a Digital Escape Room Focused On HTML and Computer Networks on Vocational High School Students (2022)Effectiveness of escape rooms in nursing education: A systematic review (2025)DeFT: A conceptual framework for considering learning with multiple representations (2006)Taking science to school: learning and teaching science in grades K-8 (2008)Phases of inquiry-based learning: Definitions and the inquiry cycle (2015)Augmented Reality and Gamification in Education: A Systematic Literature Review of Research, Applications, and Empirical Studies (2022)Gamification and Game Based Learning for Vocational Education and Training: A Systematic Literature Review (2023)Game-based learning in early childhood education: a systematic review and meta-analysis (2024)
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References

  • 2004Mixed Methods Research: A Research Paradigm Whose Time Has Come13,036 cited
  • 2019Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction711 cited
  • 2018Digital Game-based Learning and Serious Games in Education297 cited
  • 2014Increasing Student Intrinsic Motivation And Self-Efficacy Through Gamification Pedagogy258 cited
  • 2009‘Me and maths’: towards a definition of attitude grounded on students’ narratives246 cited
  • 2018Empirical Support for a Causal Relationship Between Gamification and Learning Outcomes128 cited
  • 2015A Necessary Dialogue117 cited
  • 2020Educación STEM en y para el mundo digital73 cited
  • 2009Action Research: Its Foundations in Open Systems Thinking and Relationship to the Scientific Method58 cited
  • 2019Escape Room Design as a Game-Based Learning Process for STEAM Education40 cited

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