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Practices, purposes and challenges in integrating gamification using technology: A mixed-methods study on university academics
16 references·0 citing·41 second hop
Practices, purposes and challenges in integrating gamification using technology: A mixed-methods study on university academics (2023)Practices, purposes and challenges in int…The impact of gamification on learning and instruction: A systematic review of empirical evidence (2020)The impact of gamification on…COVID-19: 20 countries’ higher education intra-period digital pedagogy responses (2020)COVID-19: 20 countries’ highe…Gamified learning in higher education: A systematic review of the literature (2018)Gamified learning in higher e…A systematic review of serious games in medical education: quality of evidence and pedagogical strategy (2018)A systematic review of seriou…The maturing of gamification research (2017)The maturing of gamification …Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017)Gamifying education: what is …An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games (2015)An update to the systematic l…Gamification in theory and action: A survey (2014)Gamification in theory and ac…Gamifying learning experiences: Practical implications and outcomes (2013)Gamifying learning experience…Agency as a fourth aspect of students’ engagement during learning activities (2011)Agency as a fourth aspect of …Students’ Evaluations of University Teaching: Dimensionality, Reliability, Validity, Potential Biases and Usefulness (2007)Students’ Evaluations of Univ…Designing and Conducting Mixed Methods Research (2007)Designing and Conducting Mixe…Technological Pedagogical Content Knowledge: A Framework for Teacher Knowledge (2006)Technological Pedagogical Con…Higher education, internationalisation, and the nation-state: Recent developments and challenges to governance theory (2004)Higher education, internation…Doing what matters most : investing in quality teaching (1997)Doing what matters most : inv…Knowledge and Teaching:Foundations of the New Reform (1987)Knowledge and Teaching:Founda…Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives (1999)Self-Efficacy: The Exercise of Control (1999)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)A Self-determination Theory Perspective on Student Engagement (2012)How students create motivationally supportive learning environments for themselves: The concept of agentic engagement. (2013)Mapping research in student engagement and educational technology in higher education: a systematic evidence map (2020)Those Who Understand: Knowledge Growth in Teaching (1986)Situated Cognition and the Culture of Learning (1989)Improving Impact Studies of Teachers’ Professional Development: Toward Better Conceptualizations and Measures (2009)Teacher Technology Change (2010)What is Technological Pedagogical Content Knowledge (TPACK)? (2013)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)From game design elements to gamefulness (2011)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)Pygmalion in the classroom (1968)Human Characteristics and School Learning (1979)Stories of Experience and Narrative Inquiry (1990)1. Toward a Theory of Culturally Relevant Pedagogy (1995)Measuring and defining the experience of immersion in games (2008)A systematic literature review of empirical evidence on computer games and serious games (2012)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)Science and Human Behavior (1953)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)The Gamification of Learning: a Meta-analysis (2019)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Mind in Society: The Development of Higher Psychological Processes (1978)Content Analysis: An Introduction to its Methodology. (1984)Content Analysis: An Introduction to Its Methodology (2019)Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education (2021)Gamification in Science Education. A Systematic Review of the Literature (2021)Toward a Definition of Mixed Methods Research (2007)Bridging the Qualitative–Quantitative Divide: Guidelines for Conducting Mixed Methods Research in Information Systems1 (2013)A Concise Introduction to Mixed Methods Research (2021)College students’ use and acceptance of emergency online learning due to COVID-19 (2020)Online learning amid the COVID-19 pandemic: Students perspectives (2020)Emergency remote teaching and students’ academic performance in higher education during the COVID-19 pandemic: A case study (2021)
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References

  • 2007Designing and Conducting Mixed Methods Research23,260 cited
  • 1987Knowledge and Teaching:Foundations of the New Reform16,774 cited
  • 2006Technological Pedagogical Content Knowledge: A Framework for Teacher Knowledge12,552 cited
  • 2014Gamification in theory and action: A survey2,509 cited
  • 2013Gamifying learning experiences: Practical implications and outcomes2,013 cited
  • 2020COVID-19: 20 countries’ higher education intra-period digital pedagogy responses1,955 cited
  • 2011Agency as a fourth aspect of students’ engagement during learning activities1,615 cited
  • 2017Gamifying education: what is known, what is believed and what remains uncertain: a critical review1,450 cited
  • 2015An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games1,133 cited
  • 2020The impact of gamification on learning and instruction: A systematic review of empirical evidence963 cited
  • 2018Gamified learning in higher education: A systematic review of the literature875 cited
  • 1997Doing what matters most : investing in quality teaching840 cited
  • 2017The maturing of gamification research492 cited
  • 2004Higher education, internationalisation, and the nation-state: Recent developments and challenges to governance theory430 cited

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  • 2018A systematic review of serious games in medical education: quality of evidence and pedagogical strategy410 cited
  • 2007Students’ Evaluations of University Teaching: Dimensionality, Reliability, Validity, Potential Biases and Usefulness397 cited
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