SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
The Role of Game-Based Learning in Experiential Education: Tool Validation, Motivation Assessment, and Outcomes Evaluation among a Sample of Pharmacy Students
16 references·0 citing·45 second hop
The Role of Game-Based Learning in Experiential Education: Tool Validation, Motivation Assessment, and Outcomes Evaluation among a Sample of Pharmacy Students (2022)The Role of Game-Based Learning in Experi…Gamification in Science Education. A Systematic Review of the Literature (2021)Gamification in Science Educa…The effect of challenge-based gamification on learning: An experiment in the context of statistics education (2020)The effect of challenge-based…Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts (2020)Does gamification improve stu…The Routledge Handbook of Second Language Acquisition and Pragmatics (2019)The Routledge Handbook of Sec…The Gamification of Learning: a Meta-analysis (2019)The Gamification of Learning:…The agency effect: The impact of student agency on learning, emotions, and problem-solving behaviors in a game-based learning environment (2019)The agency effect: The impact…Examining competitive, collaborative and adaptive gamification in young learners' math learning (2018)Examining competitive, collab…The Rise of Motivational Information Systems: A Review of Gamification Research (2017)The Rise of Motivational Info…The effects of a mobile gamification app on elementary students’ Spanish achievement and self-efficacy (2017)The effects of a mobile gamif…Gameplay Engagement and Learning in Game-Based Learning (2015)Gameplay Engagement and Learn…Effectiveness of gamification in the engagement of students (2015)Effectiveness of gamification…An empirical study comparing gamification and social networking on e-learning (2014)An empirical study comparing …A case study in the gamification of a university-level games development course (2013)A case study in the gamificat…Book Review: 'The Gamification of Learning and Instruction: Game-Based Methods and Strategies For Training And Education' by Karl Kapp (2012)Book Review: 'The Gamificatio…Making sense of Cronbach's alpha (2011)Making sense of Cronbach's al…From game design elements to gamefulness (2011)From game design elements to …Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Gamification. using game-design elements in non-gaming contexts (2011)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)Coefficient Alpha and the Internal Structure of Tests (1951)Scale Development : Theory and Applications (1991)What is coefficient alpha? An examination of theory and applications. (1993)Enhancing Student Engagement Using the Flipped Classroom (2014)Principles and methods of validity and reliability testing of questionnaires used in social and health science researches (2015)Development and initial validation of the COVID Stress Scales (2020)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)A mobile gamification learning system for improving the learning motivation and achievements (2014)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Why do people use gamification services? (2015)Experiential Learning : Experience as the Source of Learning and Development (1983)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Teacher perceptions of the value of game-based learning in secondary education (2017)Student-centred digital game–based learning: a conceptual framework and survey of the state of the art (2019)Escape education: A systematic review on escape rooms in education (2020)School Engagement: Potential of the Concept, State of the Evidence (2004)The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)Adaptive Gamification for Learning Environments (2018)Tailored gamification in education: A literature review and future agenda (2022)The theory of planned behavior (1991)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction (2019)Past, present, and future of customer engagement (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)The Power of Feedback (2007)Introduction to Meta‐Analysis (2009)The potential of digital tools to enhance mathematics and science learning in secondary schools: A context-specific meta-analysis (2020)Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education (2021)Bias in meta-analysis detected by a simple, graphical test (1997)Using thematic analysis in psychology (2006)Gamification Applications in E-learning: A Literature Review (2021)Virtual reality and gamification in education: a systematic review (2024)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement (2009)Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement (2009)Adaptive Gamification in Science Education: An Analysis of the Impact of Implementation and Adapted Game Elements on Students’ Motivation (2023)Organizational digital transformation: from evolution to future trends (2023)A systematic mapping on gamification applied to education (2014)Augmented Reality and Gamification in Education: A Systematic Literature Review of Research, Applications, and Empirical Studies (2022)Gamification of e-learning in higher education: a systematic literature review (2023)
this work references cited by second hop

References

  • 2011Making sense of Cronbach's alpha15,098 cited
  • 2011From game design elements to gamefulness8,391 cited
  • 2017The Rise of Motivational Information Systems: A Review of Gamification Research1,764 cited
  • 2019The Gamification of Learning: a Meta-analysis1,503 cited
  • 2012Book Review: 'The Gamification of Learning and Instruction: Game-Based Methods and Strategies For Training And Education' by Karl Kapp1,138 cited
  • 2020Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts693 cited
  • 2021Gamification in Science Education. A Systematic Review of the Literature644 cited
  • 2014An empirical study comparing gamification and social networking on e-learning625 cited
  • 2015Gameplay Engagement and Learning in Game-Based Learning547 cited
  • 2015Effectiveness of gamification in the engagement of students383 cited
  • 2020The effect of challenge-based gamification on learning: An experiment in the context of statistics education331 cited
  • 2013A case study in the gamification of a university-level games development course287 cited
  • 2017The effects of a mobile gamification app on elementary students’ Spanish achievement and self-efficacy254 cited
  • 2018Examining competitive, collaborative and adaptive gamification in young learners' math learning

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

231 cited
  • 2019The Routledge Handbook of Second Language Acquisition and Pragmatics219 cited
  • 2019The agency effect: The impact of student agency on learning, emotions, and problem-solving behaviors in a game-based learning environment209 cited
  • Cited by

    No citing works inside the corpus for this window.