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Pemanfaatan Teknologi Pendidikan di Masa Pandemi Covid-19: Penggunaan Gamifikasi Daring di Universitas Muhammadiyah Pringsewu Lampung
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Pemanfaatan Teknologi Pendidikan di Masa Pandemi Covid-19: Penggunaan Gamifikasi Daring di Universitas Muhammadiyah Pringsewu Lampung (2020)Pemanfaatan Teknologi Pendidikan di Masa …Using Quizizz to Integrate Fun Multiplayer Activity in the Accounting Classroom (2019)Using Quizizz to Integrate Fu…Students’ perception of Kahoot!’s influence on teaching and learning (2018)Students’ perception of Kahoo…Implementing Quizizz as Game Based Learning in the Arabic Classroom (2018)Implementing Quizizz as Game …Using Kahoot! in the Classroom to Create Engagement and Active Learning: A Game-Based Technology Solution for eLearning Novices (2017)Using Kahoot! in the Classroo…The effects of the online game Kahoot on science vocabulary acquisition (2017)The effects of the online gam…The effect of gamification on motivation and engagement (2017)The effect of gamification on…Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017)Gamifying education: what is …Game On!: Gamification, Gameful Design, and the Rise of the Gamer Educator (2017)Game On!: Gamification, Gamef…Gamification: The effect on student motivation and performance at the post-secondary level (2015)Gamification: The effect on s…Educational Research: Planning, Conducting, and Evaluating Quantitative and Qualitative Research (2001)From game design elements to gamefulness (2011)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)The Effects of Gamification in Online Learning Environments: A Systematic Literature Review (2019)Gamification for educational purposes: What are the factors contributing to varied effectiveness? (2021)Examining the effectiveness of gamification as a tool promoting teaching and learning in educational settings: a meta-analysis (2023)E-learning and the science of instruction: Proven guidelines for consumers and designers of multimedia learning (2003)Using game theory and Competition-based Learning to stimulate student motivation and performance (2010)The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)Perceptions of Students for Gamification Approach: Kahoot as a Case Study (2018)The effect of using Kahoot! for learning – A literature review (2020)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)The Gamification of Learning: a Meta-analysis (2019)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)Flow: the psychology of optimal experience (1990)What Video Games Have to Teach Us about Learning and Literacy (2004)Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education (2021)Virtual reality and gamification in education: a systematic review (2024)Changing the Game: What Happens When Video Games Enter the Classroom? (2005)Gaming in a 3D multiuser virtual environment: engaging students in Science lessons (2006)The Use of Quizizz As An Online Assessment Application for Science Learning in The Pandemic Era (2020)ANALISIS ANTUSIASME SISWA DALAM EVALUASI BELAJAR MENGGUNAKAN PLATFORM QUIZIZZ (2021)PELATIHAN PENGGUNAAN APLIKASI QUIZIZZ DAN WORDWALL PADA PEMBELAJARAN IPA BAGI GURU-GURU SDIT AL-KAHFI (2021)Case Study Research: Design and Methods (1984)Qualitative evaluation and research methods (1990)Using thematic analysis in psychology (2006)Comparing success and engagement in gamified learning experiences via Kahoot and Quizizz (2019)Gamification in Science Education. A Systematic Review of the Literature (2021)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)Using Kahoot! as a Gamified Formative Assessment Tool: A case study (2019)Analisis Penggunaan Aplikasi KAHOOT dalam Pembelajaran IPA (2020)Analysis of the college underachievers’ transformation via gamified learning experience (2022)
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References

  • 2017Gamifying education: what is known, what is believed and what remains uncertain: a critical review2,108 cited
  • 2017The effect of gamification on motivation and engagement1,162 cited
  • 2018Students’ perception of Kahoot!’s influence on teaching and learning737 cited
  • 2017Using Kahoot! in the Classroom to Create Engagement and Active Learning: A Game-Based Technology Solution for eLearning Novices512 cited
  • 2019Using Quizizz to Integrate Fun Multiplayer Activity in the Accounting Classroom298 cited
  • 2015Gamification: The effect on student motivation and performance at the post-secondary level199 cited
  • 2018Implementing Quizizz as Game Based Learning in the Arabic Classroom129 cited
  • 2017Game On!: Gamification, Gameful Design, and the Rise of the Gamer Educator39 cited
  • 2017The effects of the online game Kahoot on science vocabulary acquisition31 cited

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