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Implementation of Gamification in Mathematics m-Learning Application to Creating Student Engagement
16 references·0 citing·47 second hop
Implementation of Gamification in Mathematics m-Learning Application to Creating Student Engagement (2022)Implementation of Gamification in Mathema…Gamification Applications in E-learning: A Literature Review (2021)Gamification Applications in …Gamification and Machine Learning Inspired Approach for Classroom Engagement and Learning (2021)Gamification and Machine Lear…Evaluating the effectiveness of blended learning using the ARCS model (2021)Evaluating the effectiveness …Effects of Gamification on Behavioral Change in Education: A Meta-Analysis (2021)Effects of Gamification on Be…Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education (2021)Between Level Up and Game Ove…A Gamification Framework for Cognitive Assessment and Cognitive Training: Qualitative Study (2021)A Gamification Framework for …A Conceptual Framework for Integrating Gamification in eLearning Systems Based on Instructional Design Model (2021)A Conceptual Framework for In…Exploring the impact of gamification on student engagement and involvement with e-learning systems (2019)Exploring the impact of gamif…Use of the ARCS model in education: A literature review (2018)Use of the ARCS model in educ…Traditional vs Non-traditional Teaching and Learning Strategies - the case of E-learning! (2018)Traditional vs Non-traditiona…Gamification design frameworks: a systematic mapping study (2018)Gamification design framework…Gamification: a systematic review of design frameworks (2017)Gamification: a systematic re…Gamification in education: A methodology to identify student's profile (2017)Gamification in education: A …Effectiveness of gamification in the engagement of students (2015)Effectiveness of gamification…Actionable Gamification: Beyond Points, Badges, and Leaderboards (2015)Actionable Gamification: Beyo…The development of a questionnaire to measure students' motivation towards science learning (2005)The development of a question…Self-efficacy mechanism in human agency. 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(1993)School Engagement: Potential of the Concept, State of the Evidence (2004)From game design elements to gamefulness (2011)The impact of gamification on learning and instruction: A systematic review of empirical evidence (2020)Enhancing user engagement: The role of gamification in mobile apps (2021)User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)Flow: the psychology of optimal experience (1990)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)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)Gamification of e-learning in higher education: a systematic literature review (2023)A Motivational Science Perspective on the Role of Student Motivation in Learning and Teaching Contexts. (2003)Design-Based Research: An Emerging Paradigm for Educational Inquiry (2003)Three Approaches to Qualitative Content Analysis (2005)Game-based learning and students’ motivation in project management education (2022)Theories of motivation: A comprehensive analysis of human behavior drivers (2024)Rules of Play: Game Design Fundamentals (2003)The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Active learning increases student performance in science, engineering, and mathematics (2014)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)A student-centered approach using modern technologies in distance learning: a systematic review of the literature (2023)Gamification and Game Based Learning for Vocational Education and Training: A Systematic Literature Review (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)Augmented Reality and Gamification in Education: A Systematic Literature Review of Research, Applications, and Empirical Studies (2022)Examining the effectiveness of gamification as a tool promoting teaching and learning in educational settings: a meta-analysis (2023)Virtual reality and gamification in education: a systematic review (2024)Bias in meta-analysis detected by a simple, graphical test (1997)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)Using gamification to support learning in K‐12 education: A systematic literature review (2023)Impact of Gamification on Students’ Learning Outcomes and Academic Performance: A Longitudinal Study Comparing Online, Traditional, and Gamified Learning (2024)Social Learning Theory. (1978)Blended learning: Uncovering its transformative potential in higher education (2004)The Handbook of Blended Learning: Global Perspectives, Local Designs (2005)Qualitative Content Analysis of Teachers’ Perceptions and Experiences in Using Blended Learning during the COVID-19 Pandemic (2021)Return to University Classrooms With Blended Learning: A Possible Post-pandemic COVID-19 Scenario (2022)Student Self-perception on Digital Literacy in STEM Blended Learning Environments (2022)
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References

  • 2015Actionable Gamification: Beyond Points, Badges, and Leaderboards784 cited
  • 2021Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education713 cited
  • 2005The development of a questionnaire to measure students' motivation towards science learning684 cited
  • 2021Gamification Applications in E-learning: A Literature Review647 cited
  • 2015Effectiveness of gamification in the engagement of students383 cited
  • 2018Use of the ARCS model in education: A literature review360 cited
  • 2017Gamification: a systematic review of design frameworks327 cited
  • 2019Exploring the impact of gamification on student engagement and involvement with e-learning systems258 cited
  • 2021Effects of Gamification on Behavioral Change in Education: A Meta-Analysis203 cited
  • 2021Evaluating the effectiveness of blended learning using the ARCS model132 cited
  • 2018Traditional vs Non-traditional Teaching and Learning Strategies - the case of E-learning!100 cited
  • 2021A Gamification Framework for Cognitive Assessment and Cognitive Training: Qualitative Study96 cited
  • 2021A Conceptual Framework for Integrating Gamification in eLearning Systems Based on Instructional Design Model79 cited
  • 2021Gamification and Machine Learning Inspired Approach for Classroom Engagement and Learning

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72 cited
  • 2017Gamification in education: A methodology to identify student's profile38 cited
  • 2018Gamification design frameworks: a systematic mapping study28 cited
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