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Gamification in Engineering Education: The Use of Classcraft Platform to Improve Motivation and Academic Performance
5 references·0 citing·24 second hop
Gamification in Engineering Education: The Use of Classcraft Platform to Improve Motivation and Academic Performance (2022)Gamification in Engineering Education: Th…Online Gamified Learning to Enhance Teachers’ Competencies Using Classcraft (2021)Online Gamified Learning to E…Gamification and Gen Z in Higher Education (2021)Gamification and Gen Z in Hig…Classcraft: from gamification to ludicization of classroom management (2016)Classcraft: from gamification…Methodological innovation and developing understandings of 21st century society (2009)Methodological innovation and…How to Improve Teaching Quality (1999)How to Improve Teaching Quali…Science as a Vocation (1946)From Max Weber: Essays in Sociology (1958)Active learning : creating excitement in the classroom (1991)Scholarship Reconsidered: Priorities of the Professoriate (1992)Active Learning: Cooperation in the College Classroom (2006)Experience of cooperative learning in engineering (2011)A longitudinal study of the efficacy of lean learning experienced through a simulated working environment (SWE) (2017)Evaluation Method of Ideological and Political Classroom Teaching Quality Based on Analytic Hierarchy Process (2022)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)What Video Games Have to Teach Us about Learning and Literacy (2004)From game design elements to gamefulness (2011)Using Gamification for Supporting an Introductory Programming Course. The Case of ClassCraft in a Secondary Education Classroom (2018)The Impact of Gamification on Learning Outcomes of Computer Science Majors (2020)Gameful Green: A Systematic Review on the Use of Serious Computer Games and Gamified Mobile Apps to Foster Pro-Environmental Information, Attitudes and Behaviors (2022)Scoping studies: towards a methodological framework (2005)Digital Natives, Digital Immigrants (2012)Optimization of a Transdiagnostic Mobile Emotion Regulation Intervention for University Students: Protocol for a Microrandomized Trial (2023)The Impact of In-Classroom Non-Digital Game-Based Learning Activities on Students Transitioning to Higher Education (2023)Exploring the impact of intergenerational communication in managing the learning environment (2026)Gamification in theory and action: A survey (2014)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017)The Educational Digital Divide for Vulnerable Students in the Pandemic: Towards the New Agenda 2030 (2022)Enhancing EFL/ESL instruction through gamification: a comprehensive review of empirical evidence (2024)
this work references cited by second hop

References

  • 2016Classcraft: from gamification to ludicization of classroom management130 cited
  • 1999How to Improve Teaching Quality120 cited
  • 2021Gamification and Gen Z in Higher Education81 cited
  • 2021Online Gamified Learning to Enhance Teachers’ Competencies Using Classcraft43 cited
  • 2009Methodological innovation and developing understandings of 21st century society5 cited

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