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Teachers’ and Students’ Perception of Gamification in Online Tertiary Education Classrooms During the Pandemic
5 references·0 citing·22 second hop
Teachers’ and Students’ Perception of Gamification in Online Tertiary Education Classrooms During the Pandemic (2022)Teachers’ and Students’ Perception of Gam…Gamification in EFL classroom to support teaching and learning in 21st century (2021)Gamification in EFL classroom…Gamification in Higher Education: Impact on Student Motivation and the Acquisition of Social and Civic Key Competencies (2020)Gamification in Higher Educat…Active Learning via Problem-Based Collaborative Games in a Large Mathematics University Course in Hong Kong (2019)Active Learning via Problem-B…The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)The Gamification of Learning …Teaching English Grammar Through Games (2010)Teaching English Grammar Thro…Determining Sample Size for Research Activities (1970)Does Active Learning Work? A Review of the Research (2004)Active learning increases student performance in science, engineering, and mathematics (2014)Techniques and Principles in Language Teaching (1988)Teaching English as a second or foreign language (1991)Teaching by Principles: An Interactive Approach to Language Pedagogy (2001)Communicative Game-Based Learning in EFL Grammar Class: Suggested Activities and Students’ Perception (2019)Integration of 21st Century Learning Skills (4C Elements) in Interventions to Improve English Writing Skill Among 3K Class Students (2019)Game-Based Learning Platform and its Effects on Present Tense Mastery: Evidence from an ESL Classroom (2020)The wear out effect of a game-based student response system (2014)Using Kahoot! in the Classroom to Create Engagement and Active Learning: A Game-Based Technology Solution for eLearning Novices (2017)Students’ perception of Kahoot!’s influence on teaching and learning (2018)Using games in geographical and planning-related teaching: Serious games, edutainment, board games and role-play (2021)EFL learners’ motivation in a gamified formative assessment: The case of Quizizz (2023)Enhancing Student Motivation and Engagement through a Gamified Learning Environment (2023)Action Research in Education (2010)A mobile gamification learning system for improving the learning motivation and achievements (2014)Perceptions of Students for Gamification Approach: Kahoot as a Case Study (2018)Effects of gamification on EFL learning: a quasi-experimental study of reading proficiency and language enjoyment among Chinese undergraduates (2025)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Gamification in theory and action: A survey (2014)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)
this work references cited by second hop

References

  • 2012The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education3,765 cited
  • 2020Gamification in Higher Education: Impact on Student Motivation and the Acquisition of Social and Civic Key Competencies165 cited
  • 2010Teaching English Grammar Through Games52 cited
  • 2019Active Learning via Problem-Based Collaborative Games in a Large Mathematics University Course in Hong Kong49 cited
  • 2021Gamification in EFL classroom to support teaching and learning in 21st century36 cited

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