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Using Gamification to Facilitate Students’ Self-Regulation in E-Learning: A Case Study on Students’ L2 English Learning
16 references·5 citing·48 second hop
Using Gamification to Facilitate Students’ Self-Regulation in E-Learning: A Case Study on Students’ L2 English Learning (2022)Using Gamification to Facilitate Students…The role of growth mindset, self-efficacy and intrinsic value in self-regulated learning and English language learning achievements (2020)The role of growth mindset, s…The impact of gamification on learning and instruction: A systematic review of empirical evidence (2020)The impact of gamification on…The effect of using Kahoot! for learning – A literature review (2020)The effect of using Kahoot! f…Using gamification to support learning English as a second language: a systematic review (2019)Using gamification to support…The role of gamified e-quizzes on student learning and engagement: An interactive gamification solution for a formative assessment system (2019)The role of gamified e-quizze…The effects of gamification-based teaching practices on student achievement and students' attitudes toward lessons (2017)The effects of gamification-b…Self-Determination Theory: Basic Psychological Needs in Motivation, Development, and Wellness (2017)Self-Determination Theory: Ba…A Review of Self-regulated Learning: Six Models and Four Directions for Research (2017)A Review of Self-regulated Le…e‐Learning and the Science of Instruction (2016)e‐Learning and the Science of…Towards understanding the effects of individual gamification elements on intrinsic motivation and performance (2015)Towards understanding the eff…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…Formative Assessment: Assessment Is for Self-regulated Learning (2012)Formative Assessment: Assessm…Formative assessment and self‐regulated learning: a model and seven principles of good feedback practice (2006)Formative assessment and self…Becoming a Self-Regulated Learner: An Overview (2002)Becoming a Self-Regulated Lea…Cognitive principles of multimedia learning: The role of modality and contiguity. (1999)Cognitive principles of multi…Interpretive Biography (1989)Interpretive BiographyThe reality of the gamification methodology in Primary Education: A systematic review (2024)The reality of the gamificati…Ten Years of Gamification-Based Learning: A Bibliometric Analysis and Systematic Review (2024)Ten Years of Gamification-Bas…Exploring the role of gamification in motivating students to learn (2023)Exploring the role of gamific…EFL learners’ motivation in a gamified formative assessment: The case of Quizizz (2023)EFL learners’ motivation in a…Understanding Chinese EFL Learners’ Acceptance of Gamified Vocabulary Learning Apps: An Integration of Self-Determination Theory and Technology Acceptance Model (2022)Understanding Chinese EFL Lea…Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)From game design elements to gamefulness (2011)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Gamification of health professions education: a systematic review (2020)Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)A Theory of Social Comparison Processes (1954)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. 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A Systematic Review of the Literature (2021)Self-Determination Theory in Work Organizations: The State of a Science (2017)Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions (2020)Partial Least Squares Structural Equation Modeling (PLS-SEM) in second language and education research: Guidelines using an applied example (2022)Reflexive Accounts and Accounts of Reflexivity in Qualitative Data Analysis (2003)Social Movements and Networks (2003)Analytic Autoethnography (2006)Using multimedia for e‐learning (2017)Online Learning and Emergency Remote Teaching: Opportunities and Challenges in Emergency Situations (2020)The Past, Present, and Future of the Cognitive Theory of Multimedia Learning (2024)
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References

  • 2017Self-Determination Theory: Basic Psychological Needs in Motivation, Development, and Wellness12,563 cited
  • 2002Becoming a Self-Regulated Learner: An Overview7,541 cited
  • 2006Formative assessment and self‐regulated learning: a model and seven principles of good feedback practice5,821 cited
  • 2017A Review of Self-regulated Learning: Six Models and Four Directions for Research2,899 cited
  • 1989Interpretive Biography1,945 cited
  • 2014Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance1,927 cited
  • 1999Cognitive principles of multimedia learning: The role of modality and contiguity.1,528 cited
  • 2016e‐Learning and the Science of Instruction1,353 cited
  • 2015Towards understanding the effects of individual gamification elements on intrinsic motivation and performance995 cited
  • 2020The impact of gamification on learning and instruction: A systematic review of empirical evidence963 cited
  • 2020The effect of using Kahoot! for learning – A literature review900 cited
  • 2012Formative Assessment: Assessment Is for Self-regulated Learning689 cited
  • 2019The role of gamified e-quizzes on student learning and engagement: An interactive gamification solution for a formative assessment system446 cited
  • 2020

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The role of growth mindset, self-efficacy and intrinsic value in self-regulated learning and English language learning achievements
382 cited
  • 2019Using gamification to support learning English as a second language: a systematic review359 cited
  • 2017The effects of gamification-based teaching practices on student achievement and students' attitudes toward lessons320 cited
  • Cited by

    • 2023EFL learners’ motivation in a gamified formative assessment: The case of Quizizz56 cited
    • 2022Understanding Chinese EFL Learners’ Acceptance of Gamified Vocabulary Learning Apps: An Integration of Self-Determination Theory and Technology Acceptance Model53 cited
    • 2023Exploring the role of gamification in motivating students to learn44 cited
    • 2024Ten Years of Gamification-Based Learning: A Bibliometric Analysis and Systematic Review43 cited
    • 2024The reality of the gamification methodology in Primary Education: A systematic review33 cited