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The Use of Educational Games in Programming Assignments: SQL Island as a Case Study
16 references·0 citing·53 second hop
The Use of Educational Games in Programming Assignments: SQL Island as a Case Study (2022)The Use of Educational Games in Programmi…An overview of content analysis (2020)An overview of content analys…A Systematic Review on Open Educational Games for Programming Learning and Teaching (2020)A Systematic Review on Open E…The effectiveness of gamification technique for higher education students engagement in polytechnic Muadzam Shah Pahang, Malaysia (2018)The effectiveness of gamifica…Research Note—Gamification of Technology-Mediated Training: Not All Competitions Are the Same (2016)Research Note—Gamification of…CMX: The Effects of an Educational MMORPG on Learning and Teaching Computer Programming (2016)CMX: The Effects of an Educat…Learning style analysis in adaptive GBL application to teach SQL (2015)Learning style analysis in ad…An application of adaptive games-based learning based on learning style to teach SQL (2015)An application of adaptive ga…Designing Educational Games for Computer Programming: A Holistic Framework. (2014)Designing Educational Games f…A systematic literature review of empirical evidence on computer games and serious games (2012)A systematic literature revie…A Conceptual Framework for Serious Games (2009)A Conceptual Framework for Se…EFM: A Model for Educational Game Design (2008)EFM: A Model for Educational …Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2008)Digital Game-Based Learning i…A framework for developing serious games to meet learner needs (2006)A framework for developing se…Content creation challenges and flow experience in educational games: The IT-Emperor case (2005)Content creation challenges a…Basic Content Analysis (1990)Basic Content AnalysisPhenomenography ? Describing conceptions of the world around us (1981)Phenomenography ? Describing …Digital game-based learning (2003)A meta-analysis of the cognitive and motivational effects of serious games. 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An extended TAM with social influences and flow experience (2003)Enjoyment: At the Heart of Media Entertainment (2004)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)Handbook of Self-Regulation of Learning and Performance (2017)A Theory of Social Comparison Processes (1954)Self-efficacy: the exercise of control (1997)Self-Efficacy: The Exercise of Control (1999)How gamification of an enterprise collaboration system increases knowledge contribution: an affordance approach (2017)Capturing the complexity of gamification elements: a holistic approach for analysing existing and deriving novel gamification designs (2020)How gamification drives consumer citizenship behaviour: The role of perceived gamification affordances (2022)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)An evaluation of online architectural design studios during COVID-19 outbreak (2020)Implicaciones de la gamificación en Educación Superior: una revisión sistemática sobre la percepción del estudiante (2021)Gamification for Learning Sustainability in the Blackboard System: Motivators and Obstacles from Faculty Members’ Perspectives (2023)A Coefficient of Agreement for Nominal Scales (1960)The Measurement of Observer Agreement for Categorical Data (1977)Handbook of Qualitative Research (1994)CORPORATE SOCIAL RESPONSIBILITY REPORTS: A THEMATIC ANALYSIS RELATED TO SUPPLY CHAIN MANAGEMENT (2009)The Business Model in Practice and its Implications for Entrepreneurship Research (2009)Stakeholder management studies in mega construction projects: A review and future directions (2014)Qualitative content analysis in nursing research: concepts, procedures and measures to achieve trustworthiness (2003)Three Approaches to Qualitative Content Analysis (2005)The qualitative content analysis process (2008)
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References

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  • 2012A systematic literature review of empirical evidence on computer games and serious games2,890 cited
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  • 2008Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation1,689 cited
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  • 2016Research Note—Gamification of Technology-Mediated Training: Not All Competitions Are the Same213 cited
  • 2005Content creation challenges and flow experience in educational games: The IT-Emperor case202 cited
  • 2015An application of adaptive games-based learning based on learning style to teach SQL191 cited
  • 2018The effectiveness of gamification technique for higher education students engagement in polytechnic Muadzam Shah Pahang, Malaysia157 cited
  • 2016CMX: The Effects of an Educational MMORPG on Learning and Teaching Computer Programming91 cited
  • 2006A framework for developing serious games to meet learner needs87 cited
  • 2008EFM: A Model for Educational Game Design69 cited
  • 2014Designing Educational Games for Computer Programming: A Holistic Framework.55 cited

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  • 2015Learning style analysis in adaptive GBL application to teach SQL42 cited
  • 2020A Systematic Review on Open Educational Games for Programming Learning and Teaching29 cited
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