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The influence of Quizziz-online gamification on learning engagement and outcomes in online English language teaching
16 references·1 citing·46 second hop
The influence of Quizziz-online gamification on learning engagement and outcomes in online English language teaching (2022)The influence of Quizziz-online gamificat…Self-regulated mobile game-based English learning in a virtual reality environment (2020)Self-regulated mobile game-ba…Investigating factors responsible for boredom in English classes: The case of advanced learners (2020)Investigating factors respons…Using Quizizz to Integrate Fun Multiplayer Activity in the Accounting Classroom (2019)Using Quizizz to Integrate Fu…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…Comparing success and engagement in gamified learning experiences via Kahoot and Quizizz (2019)Comparing success and engagem…Adaptive gamification in e-learning based on students’ learning styles (2019)Adaptive gamification in e-le…“Achievement unlocked!” - The impact of digital achievements as a gamification element on motivation and performance (2019)“Achievement unlocked!” - The…Implementing a theory-driven gamification model in higher education flipped courses: Effects on out-of-class activity completion and quality of artifacts (2018)Implementing a theory-driven …Gamification and serious games: A literature meta-analysis and integrative model (2018)Gamification and serious game…A comparison of flipped learning with gamification, traditional learning, and online independent study: the effects on students’ mathematics achievement and cognitive engagement (2018)A comparison of flipped learn…To gamify or not to gamify? An experimental field study of the influence of badges on motivation, activity, and performance in an online learning course (2017)To gamify or not to gamify? A…Exploring students’ competence, autonomy and relatedness in the flipped classroom pedagogical model (2017)Exploring students’ competenc…How gamification motivates visits and engagement for online academic dissemination – An empirical study (2015)How gamification motivates vi…Language at Play: Digital Games in Second and Foreign Language Teaching and Learning (2012)Language at Play: Digital Gam…In-game: from immersion to incorporation (2012)In-game: from immersion to in…Exploring the impact of robot interaction on learning engagement: a comparative study of two multi-modal robots (2025)Exploring the impact of robot…Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)From game design elements to gamefulness (2011)Gamifying learning experiences: Practical implications and outcomes (2013)Gamified learning in higher education: A systematic review of the literature (2018)The impact of gamification on learning and instruction: A systematic review of empirical evidence (2020)A Theory of Social Comparison Processes (1954)Intrinsic Motivation and Self-Determination in Human Behavior (1985)The role of gamified learning strategies in student's motivation in high school and higher education: A systematic review (2023)Gamification enhances student intrinsic motivation, perceptions of autonomy and relatedness, but minimal impact on competency: a meta-analysis and systematic review (2024)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Technological Pedagogical Content Knowledge: A Framework for Teacher Knowledge (2006)Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts (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)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Educational Research: Planning, Conducting, and Evaluating Quantitative and Qualitative Research (2001)Designing and Conducting Mixed Methods Research (2007)Gamification of in‐class activities in flipped classroom lectures (2020)Gamification in Education: Why, Where, When, and How?—A Systematic Review (2023)Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps (2011)Innovators or inhibitors? Accounting faculty resistance to new educational technologies in higher education (2016)Keefektifan Penggunaan Media Pembelajaran Berbasis Game Edukasi Quizizz Terhadap Hasil Belajar Teknologi Perkantoran Siswa Kelas X SMK Ketintang Surabaya (2020)Exploring a Gamified Learning Tool in the ESL Classroom: The Case of Quizizz (2021)Pengaruh Penggunaan Media Pembelajaran Quizizz terhadap Hasil Belajar Siswa pada Mata Pelajaran Matematika melalui Daring di Sekolah Dasar (2021)Qualitative Research for Education: An Introduction to Theory and Methods (1997)Qualitative research: Methods in the social sciences (2006)The effect of using Kahoot! for learning – A literature review (2020)Gamification in Science Education. A Systematic Review of the Literature (2021)The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)Mediterranean journal of social sciences (2020)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)Research Design: Qualitative, Quantitative, and Mixed Methods Approaches (1994)Reality is broken: why games make us better and how they can change the world (2012)Research Design: Qualitative, Quantitative, and Mixed Methods Approaches (2018)Tailored gamification in education: A literature review and future agenda (2022)AI ‐driven adaptive learning for sustainable educational transformation (2024)Leveraging AI in E-Learning: Personalized Learning and Adaptive Assessment through Cognitive Neuropsychology—A Systematic Analysis (2024)Experiential Learning : Experience as the Source of Learning and Development (1983)Motivational and self-regulated learning components of classroom academic performance. (1990)Research Methods in Education (2007)Effects of the self-regulated strategy within the context of spherical video-based virtual reality on students’ learning performances in an art history class (2021)Self-regulated second language learning: a review of types and benefits of strategies, modes of teacher support, and pedagogical implications (2022)On the relationship between EFL students' attitudes toward artificial intelligence, teachers' immediacy and teacher-student rapport, and their willingness to communicate (2024)Immersion in Digital Games: Review of Gaming Experience Research (2014)Understanding Video Game Music (2016)Deceitful Media (2021)
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References

  • 2019The role of gamified e-quizzes on student learning and engagement: An interactive gamification solution for a formative assessment system446 cited
  • 2019Comparing success and engagement in gamified learning experiences via Kahoot and Quizizz418 cited
  • 2012In-game: from immersion to incorporation396 cited
  • 2019Using gamification to support learning English as a second language: a systematic review359 cited
  • 2017To gamify or not to gamify? An experimental field study of the influence of badges on motivation, activity, and performance in an online learning course327 cited
  • 2019Using Quizizz to Integrate Fun Multiplayer Activity in the Accounting Classroom298 cited
  • 2018A comparison of flipped learning with gamification, traditional learning, and online independent study: the effects on students’ mathematics achievement and cognitive engagement295 cited
  • 2020Self-regulated mobile game-based English learning in a virtual reality environment277 cited
  • 2018Implementing a theory-driven gamification model in higher education flipped courses: Effects on out-of-class activity completion and quality of artifacts266 cited
  • 2015How gamification motivates visits and engagement for online academic dissemination – An empirical study263 cited
  • 2019Adaptive gamification in e-learning based on students’ learning styles263 cited
  • 2017Exploring students’ competence, autonomy and relatedness in the flipped classroom pedagogical model254 cited
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“Achievement unlocked!” - The impact of digital achievements as a gamification element on motivation and performance
249 cited
  • 2018Gamification and serious games: A literature meta-analysis and integrative model245 cited
  • 2020Investigating factors responsible for boredom in English classes: The case of advanced learners232 cited
  • 2012Language at Play: Digital Games in Second and Foreign Language Teaching and Learning212 cited
  • Cited by

    • 2025Exploring the impact of robot interaction on learning engagement: a comparative study of two multi-modal robots42 cited