SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Contextualising harm in the framework of research misconduct. Findings from discourse analysis of scientific publications
0 references·15 citing·40 second hop
Contextualising harm in the framework of research misconduct. Findings from discourse analysis of scientific publications (2020)Contextualising harm in the framework of …The Ethical Compass: Establishing ethical guidelines for research practices in sports medicine and exercise science (2024)The Ethical Compass: Establis…The Effects of Adaptive Gamification in Science Learning: A Comparison Between Traditional Inquiry-Based Learning and Gender Differences (2024)The Effects of Adaptive Gamif…Gamification is not Working: Why? (2024)Gamification is not Working: …Examining the factors fostering metaverse experience browser acceptance under unified theory of acceptance and use of technology (UTAUT) (2024)Examining the factors fosteri…Discourse Analysis and Guidance Strategies for Network Groups Based on Computer-aided Technology (2024)Discourse Analysis and Guidan…Understanding the Impact of a Learning Management System Using a Novel Modified DeLone and McLean Model (2023)Understanding the Impact of a…Service design through the emotional mechanics of gamification and value co-creation: a user experience analysis (2023)Service design through the em…Effects of Structured and Unstructured Physical Activity on Gross Motor Skills in Preschool Students to Promote Sustainability in the Physical Education Classroom (2023)Effects of Structured and Uns…Analyzing the Impact of a Gamification Approach on Primary Students’ Motivation and Learning in Science Education (2023)Analyzing the Impact of a Gam…Adaptive Gamification in Science Education: An Analysis of the Impact of Implementation and Adapted Game Elements on Students’ Motivation (2023)Adaptive Gamification in Scie…The Moderating Role of Perceived Interactivity in the Relationship Between Online Customer Experience and Behavioral Intentions to Use Parenting Apps for Taiwanese Preschool Parents (2022)The Moderating Role of Percei…Research on Open Practice Teaching of Off-Campus Art Appreciation Based on ICT (2022)Research on Open Practice Tea…Relationship between Technology Acceptance and Self-Directed Learning: Mediation Role of Positive Emotions and Technological Self-Efficacy (2022)Relationship between Technolo…Online Learning Platforms and Covenant University Students’ Academic Performance in Practical Related Courses during COVID-19 Pandemic (2022)Online Learning Platforms and…Improvement of Student Learning Motivation through Word-Wall-based Digital Game Media (2022)Improvement of Student Learni…A global outlook to the interruption of education due to COVID-19 pandemic: Navigating in a time of uncertainty and crisis (2020)Emergency remote teaching in a time of global crisis due to CoronaVirus pandemic (2020)Impact of Covid-19 Pandemic on Higher Education and Research (2020)Digital Game-based Learning and Serious Games in Education (2018)Digital game-based L2 learning outcomes for primary through high-school students: A systematic literature review (2019)Detecting latent topics and trends in educational technologies over four decades using structural topic modeling: A retrospective of all volumes of Computers & Education (2020)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)The theory of planned behavior (1991)Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives (1999)Exploring the impact of the use of ChatGPT on foreign language self-efficacy among Chinese students studying abroad: The mediating role of foreign language enjoyment (2024)Understanding AR/VR Adoption through heutagogy and cybergogy: Insights from the UTAUT2 model in vocational education (2025)Exploring the relationships among large language model acceptance, enjoyment, anxiety, and self-efficacy in L2 academic writing (2026)The DeLone and McLean Model of Information Systems Success: A Ten-Year Update (2003)Using the Technology Acceptance Model in Understanding Academics’ Behavioural Intention to Use Learning Management Systems (2014)E-learning continuance satisfaction in higher education: a unified perspective from instructors and students (2017)The Delone and McLean Information System Success Model: Investigating User Satisfaction in Learning Management System (2024)What drives the adoption of mobile learning services among college students: An application of SEM-neural network modeling (2024)Social media applications through the lens of DeLone and McLean’s information system success model: does perceived privacy matter? (2025)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Active learning increases student performance in science, engineering, and mathematics (2014)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Challenges with Gamification in Higher Education: A Narrative Review with Implications for Educators and Policymakers (2023)Handbook of Sport Psychology (2007)Fundamental Movement Skills in Children and Adolescents (2010)Motor competence and health related physical fitness in youth: A systematic review (2014)Motor development-focused exercise training enhances gross motor skills more effectively than ordinary physical activity in healthy preschool children: an updated meta-analysis (2024)Gamification in theory and action: A survey (2014)Towards understanding the effects of individual gamification elements on intrinsic motivation and performance (2015)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)Enhancing Student Motivation and Engagement through a Gamified Learning Environment (2023)TEACHER PERSPECTIVES ON AI-DRIVEN GAMIFICATION: IMPACT ON STUDENT MOTIVATION, ENGAGEMENT, AND LEARNING OUTCOMES (2023)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. (1999)From game design elements to gamefulness (2011)From eye-tracking to games: exploring low-tech solutions for sustainable cultural landscape management (2025)Avoiding plagiarism, self-plagiarism, and other questionable writing practices: A guide to ethical writing (2006)How Many Scientists Fabricate and Falsify Research? A Systematic Review and Meta-Analysis of Survey Data (2009)From human writing to artificial intelligence generated text: examining the prospects and potential threats of ChatGPT in academic writing (2023)Qualitative Research Designs (2007)Game Mechanics and Artificial Intelligence Personalization: A Framework for Adaptive Learning Systems (2025)
this work references cited by second hop

References

No references inside the corpus for this window.

Cited by

  • 2023Adaptive Gamification in Science Education: An Analysis of the Impact of Implementation and Adapted Game Elements on Students’ Motivation138 cited
  • 2022Improvement of Student Learning Motivation through Word-Wall-based Digital Game Media63 cited
  • 2022Online Learning Platforms and Covenant University Students’ Academic Performance in Practical Related Courses during COVID-19 Pandemic61 cited
  • 2024Gamification is not Working: Why?59 cited
  • 2024The Ethical Compass: Establishing ethical guidelines for research practices in sports medicine and exercise science48 cited
  • 2024The Effects of Adaptive Gamification in Science Learning: A Comparison Between Traditional Inquiry-Based Learning and Gender Differences45 cited
  • 2022Relationship between Technology Acceptance and Self-Directed Learning: Mediation Role of Positive Emotions and Technological Self-Efficacy43 cited
  • 2023Effects of Structured and Unstructured Physical Activity on Gross Motor Skills in Preschool Students to Promote Sustainability in the Physical Education Classroom41 cited
  • 2023Analyzing the Impact of a Gamification Approach on Primary Students’ Motivation and Learning in Science Education39 cited
  • 2023Understanding the Impact of a Learning Management System Using a Novel Modified DeLone and McLean Model33 cited
  • 2023Service design through the emotional mechanics of gamification and value co-creation: a user experience analysis23 cited
  • 2022The Moderating Role of Perceived Interactivity in the Relationship Between Online Customer Experience and Behavioral Intentions to Use Parenting Apps for Taiwanese Preschool Parents

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

14 cited
  • 2022Research on Open Practice Teaching of Off-Campus Art Appreciation Based on ICT12 cited
  • 2024Examining the factors fostering metaverse experience browser acceptance under unified theory of acceptance and use of technology (UTAUT)6 cited
  • 2024Discourse Analysis and Guidance Strategies for Network Groups Based on Computer-aided Technology1 cited