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Design Principles for Integrating Gamification into Distance Learning Programs in Higher Education: A Mixed Method Study
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Design Principles for Integrating Gamification into Distance Learning Programs in Higher Education: A Mixed Method Study (2022)Design Principles for Integrating Gamific…Strengthening gamification studies: Current trends and future opportunities of gamification research (2018)Strengthening gamification st…The Research Act (2017)The Research ActThe maturing of gamification research (2017)The maturing of gamification …Qualitative Inquiry and Research Design : Choosing Among Five Approaches (2017)Qualitative Inquiry and Resea…Understanding Reliability and Validity in Qualitative Research (2015)Understanding Reliability and…The wear out effect of a game-based student response system (2014)The wear out effect of a game…Gamification for Engaging Computer Science Students in Learning Activities: A Case Study (2014)Gamification for Engaging Com…Are badges useful in education?: it depends upon the type of badge and expertise of learner (2013)Are badges useful in educatio…For the Win: How Game Thinking Can Revolutionize Your Business (2012)For the Win: How Game Thinkin…A social gamification framework for a K-6 learning platform (2012)A social gamification framewo…Gamification. using game-design elements in non-gaming contexts (2011)Gamification. using game-desi…Gamification in Education: What, How, Why Bother? (2011)Gamification in Education: Wh…A review of online course dropout research: implications for practice and future research (2010)A review of online course dro…Research Design: Qualitative, Quantitative, and Mixed Methods Approaches (2009)Research Design: Qualitative,…What video games have to teach us about learning and literacy (2003)What video games have to teac…Issues and dilemmas in teaching research methods courses in social and behavioural sciences: US perspective (2003)Issues and dilemmas in teachi…Social Foundations of Thought and Action : A Social Cognitive Theory (1985)A Theory of Goal Setting and Task PerformanceA Theory of Goal Setting and Task Performance, by LockeEdwin A. and LathamGary P.. Englewood Cliffs, NJ: Prentice-Hall, 1990. (1991)Rules of Play: Game Design Fundamentals (2003)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Foundations of Game-Based Learning (2015)Artificial Intelligence in Education: A Review (2020)What Video Games Have to Teach Us about Learning and Literacy (2004)From game design elements to gamefulness (2011)Reality is broken: why games make us better and how they can change the world (2012)Gamifying learning experiences: Practical implications and outcomes (2013)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)GameFlow (2005)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Generalized expectancies for internal versus external control of reinforcement. (1966)Naturalistic inquiry (1985)Unpacking online learning experiences: Online learning self-efficacy and learning satisfaction (2013)How does the pedagogical design of a technology-enhanced collaborative academic course promote digital literacies, self-regulation, and perceived learning of students? (2019)A systematic review of research on online teaching and learning from 2009 to 2018 (2020)Qualitative evaluation and research methods (1990)Basics of Qualitative Research: Grounded Theory Procedures and Techniques. (1992)Qualitative Quality: Eight “Big-Tent” Criteria for Excellent Qualitative Research (2010)Rigor or Reliability and Validity in Qualitative Research: Perspectives, Strategies, Reconceptualization, and Recommendations (2017)Defining digital transformation: Results from expert interviews (2019)Situated Cognition and the Culture of Learning (1989)Situated Learning (1991)A Pedagogy of Multiliteracies: Designing Social Futures (1996)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)The Gamification of Learning: a Meta-analysis (2019)Case study research: design and methods (2011)Qualitative Case Study Methodology: Study Design and Implementation for Novice Researchers (2015)Thematic Analysis (2017)Characterising and justifying sample size sufficiency in interview-based studies: systematic analysis of qualitative health research over a 15-year period (2018)Thematic analysis of qualitative research data: Is it as easy as it sounds? (2018)The Coding Manual for Qualitative Researchers (2022)Free Spaces, Collective Identity, and the Persistence of U.S. White Power Activism (2004)The Promises and Challenges of Artificial Intelligence for Teachers: a Systematic Review of Research (2022)Inter-Coder Agreement in Qualitative Coding: Considerations for its Use (2024)
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References

  • 2017Qualitative Inquiry and Research Design : Choosing Among Five Approaches16,035 cited
  • 2009Research Design: Qualitative, Quantitative, and Mixed Methods Approaches14,328 cited
  • 2003What video games have to teach us about learning and literacy6,165 cited
  • 2015Understanding Reliability and Validity in Qualitative Research5,524 cited
  • 2011Gamification. using game-design elements in non-gaming contexts2,696 cited
  • 2012For the Win: How Game Thinking Can Revolutionize Your Business2,354 cited
  • 2017The Research Act1,363 cited
  • 2011Gamification in Education: What, How, Why Bother?1,242 cited
  • 2012A social gamification framework for a K-6 learning platform953 cited
  • 2010A review of online course dropout research: implications for practice and future research771 cited
  • 2014The wear out effect of a game-based student response system705 cited
  • 2017The maturing of gamification research604 cited
  • 2013Are badges useful in education?: it depends upon the type of badge and expertise of learner553 cited
  • 2014Gamification for Engaging Computer Science Students in Learning Activities: A Case Study545 cited
  • 2003Issues and dilemmas in teaching research methods courses in social and behavioural sciences: US perspective

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  • 2018Strengthening gamification studies: Current trends and future opportunities of gamification research286 cited
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