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Design and Development of a Scaffolding-Based Mindtool for Gamified Learning Classrooms
16 references·0 citing·44 second hop
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(2012)Interactive learning environm…From game design elements to gamefulness (2011)From game design elements to …More than mere games: a review of card and board games for medical education (2007)More than mere games: a revie…Interactive Multimodal Learning Environments (2007)Interactive Multimodal Learni…A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives (2001)A taxonomy for learning, teac…Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Multimedia Learning (2002)What Video Games Have to Teach Us about Learning and Literacy (2004)Cognitive load theory, educational research, and instructional design: some food for thought (2009)Confusion can be beneficial for learning (2012)Using multimedia for e‐learning (2017)Flow: the psychology of optimal experience (1990)Gamification. using game-design elements in non-gaming contexts (2011)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Rethinking University Teaching 2nd Edition (2002)ASYNCHRONOUS DISCUSSION GROUPS IN TEACHER TRAINING CLASSES: PERCEPTIONS OF NATIVE AND NON-NATIVE STUDENTS (2003)A generic model for guiding the integration of ICT into teaching and learning (2008)Enterprise and entrepreneurship education: Guidance for UK higher education providers (2012)Influence of COVID-19 confinement in students’ performance in higher education (2020)Flow: The Psychology of Optimal Experience (1991)Evolving to a New Dominant Logic for Marketing (2003)Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction (2019)Gamification of health professions education: a systematic review (2020)Enhancing user engagement: The role of gamification in mobile apps (2021)Science and Human Behavior (1953)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)The Gamification of Learning: a Meta-analysis (2019)Mind in Society: The Development of Higher Psychological Processes (1978)Content Analysis: An Introduction to its Methodology. (1984)Content Analysis: An Introduction to Its Methodology (2019)Gamification in Science Education. A Systematic Review of the Literature (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)Transforming Our World: The 2030 Agenda for Sustainable Development (2018)Game-Based Learning: Enhancing Student Experience, Knowledge Gain, and Usability in Higher Education Programming Courses (2022)Effects of digital game-based learning on students’ digital etiquette literacy, learning motivations, and engagement (2023)Social emotional interaction in collaborative learning: Why it matters and how can we measure it? (2023)Analyzing the Past to Prepare for the Future: Writing a Literature Review (2002)The PRISMA statement for reporting systematic reviews and meta-analyses of studies that evaluate health care interventions: explanation and elaboration (2009)The PRISMA Statement for Reporting Systematic Reviews and Meta-Analyses of Studies That Evaluate Health Care Interventions: Explanation and Elaboration (2009)Digital Escape Rooms as Innovative Pedagogical Tools in Education: A Systematic Literature Review (2021)Augmented Reality and Gamification in Education: A Systematic Literature Review of Research, Applications, and Empirical Studies (2022)Virtual reality and gamification in education: a systematic review (2024)Teaching For Quality Learning At University (1999)A Revision of Bloom's Taxonomy: An Overview (2002)The use of flipped classrooms in higher education: A scoping review (2015)What Good Are Positive Emotions? (1998)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)
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References

  • 2001A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives13,929 cited
  • 2011From game design elements to gamefulness8,391 cited
  • 1991Flow: The Psychology of Optimal Experience3,621 cited
  • 2014Gamification in theory and action: A survey2,509 cited
  • 2007Interactive Multimodal Learning Environments1,676 cited
  • 2016A definition for gamification: anchoring gamification in the service marketing literature1,089 cited
  • 2020The impact of gamification on learning and instruction: A systematic review of empirical evidence963 cited
  • 2021Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education508 cited
  • 2012Interactive learning environments?399 cited
  • 2020Designing Engaging Games for Education: A Systematic Literature Review on Game Motivators and Design Principles263 cited
  • 2020Computers As Cognitive Tools222 cited
  • 2021Effects of Gamification on Behavioral Change in Education: A Meta-Analysis203 cited
  • 2015Gamification: The effect on student motivation and performance at the post-secondary level199 cited
  • 2007More than mere games: a review of card and board games for medical education196 cited
  • 2015

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Integrating cluster and sequential analysis to explore learners’ flow and behavioral patterns in a simulation game with situated-learning context for science courses: A video-based process exploration
181 cited
  • 2014The challenge–skill balance and antecedents of flow: A meta-analytic investigation180 cited
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