SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
RETRACTED ARTICLE: Evaluation of gamification techniques in learning abilities for higher school students using FAHP and EDAS methods
16 references·0 citing·58 second hopsampled
RETRACTED ARTICLE: Evaluation of gamification techniques in learning abilities for higher school students using FAHP and EDAS methods (2023)RETRACTED ARTICLE: Evaluation of gamifica…Evaluation of continued use on Kahoot! as a gamification-based learning platform from the perspective of Indonesia students (2022)Evaluation of continued use o…Evaluating a gamification proposal for learning usability heuristics: Heureka (2022)Evaluating a gamification pro…The Shift to Gamification in Education: A Review on Dominant Issues (2020)The Shift to Gamification in …The Impact of Gamification on Learning Outcomes of Computer Science Majors (2020)The Impact of Gamification on…Gamification in Physical Education: Evaluation of Impact on Motivation and Academic Performance within Higher Education (2020)Gamification in Physical Educ…Evaluation of Gamification in E-Learning Systems for Elementary School Students (2020)Evaluation of Gamification in…Evaluating Activation and Absence of Negative Effect: Gamification and Escape Rooms for Learning (2020)Evaluating Activation and Abs…Analysing gamification elements in educational environments using an existing Gamification taxonomy (2019)Analysing gamification elemen…A Taxonomy of Game Elements for Gamification in Educational Contexts: Proposal and Evaluation (2019)A Taxonomy of Game Elements f…A Review of Gamification for Learning Programming Fundamental (2019)A Review of Gamification for …Evaluating the use of gamification in mathematics learning in primary school children (2018)Evaluating the use of gamific…Does gamification matter? (2018)Does gamification matter?An integrated method using MACBETH and EDAS methods for evaluating steam boiler alternatives (2018)An integrated method using MA…Gamification-based learning framework for a programming course (2017)Gamification-based learning f…User-enjoyable learning environment based on Gamification elements (2015)User-enjoyable learning envir…Gamification for Engaging Computer Science Students in Learning Activities: A Case Study (2014)Gamification for Engaging Com…Basics of qualitative research : techniques and procedures for developing grounded theory (1998)School Engagement: Potential of the Concept, State of the Evidence (2004)What Video Games Have to Teach Us about Learning and Literacy (2004)Computer-based technology and student engagement: a critical review of the literature (2017)Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017)Gamified learning in higher education: A systematic review of the literature (2018)Fuzzy sets (1965)Extensions of the TOPSIS for group decision-making under fuzzy environment (2000)Multi-Criteria Inventory Classification Using a New Method of Evaluation Based on Distance from Average Solution (EDAS) (2015)Hybrid BW-EDAS MCDM methodology for optimal industrial robot selection (2021)PDHL-EDAS METHOD FOR MULTIPLE ATTRIBUTE GROUP DECISION MAKING AND ITS APPLICATION TO 3D PRINTER SELECTION (2021)RETRACTED ARTICLE: Distance education tool selection using novel spherical fuzzy AHP EDAS (2022)The Hero with a Thousand Faces (1949)Making sense of Cronbach's alpha (2011)Gamification in theory and action: A survey (2014)Enhancing Student Motivation and Engagement through a Gamified Learning Environment (2023)Gamification of e-learning in higher education: a systematic literature review (2023)Educational outcomes of digital serious games in nursing education: a systematic review and meta-analysis of randomized controlled trials (2024)Gamification. using game-design elements in non-gaming contexts (2011)The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)Gamification in Science Education. A Systematic Review of the Literature (2021)Gamification in Physical Education: A Systematic Review (2022)Gamification suffers from the novelty effect but benefits from the familiarization effect: Findings from a longitudinal study (2022)SAGE Handbook of Mixed Methods in Social & Behavioral Research (2010)From alpha to omega: A practical solution to the pervasive problem of internal consistency estimation (2013)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Learning Mathematics with Emerging Methodologies—The Escape Room as a Case Study (2020)Gamification and flipped learning and their influence on aspects related to the teaching-learning process (2021)The impact of using an “anatomy escape room” on nursing students: A comparative study (2021)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)An Innovative Multi-Layer Gamification Framework for Improved STEM Learning Experience (2021)Is game-based pedagogy just a fad? A self-determination theory approach to gamification in higher education (2022)Twenty-five years of education and information technologies: Insights from a topic modeling based bibliometric analysis (2022)Effects of feedback intervention on performance: A historical review, a meta-analysis, and a preliminary feedback intervention theory. (1996)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives (2001)Gamification in higher education: The ECOn+ star battles (2022)When Gamification Spoils Your Learning: A Qualitative Case Study of Gamification Misuse in a Language-Learning App (2022)The impact of educational gamification on cognition, emotions, and motivation: a randomized controlled trial (2025)Development and use of the ARCS model of instructional design (1987)From game design elements to gamefulness (2011)A Conceptual Engagement Framework for Gamified E-Learning Platform Activities (2020)Gamification in E-Learning and Sustainability: A Theoretical Framework (2021)From badges to boss challenges: Gamification through need-supporting scaffolded design to instruct and motivate elementary learners (2023)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Self-Determination Theory: Basic Psychological Needs in Motivation, Development, and Wellness (2017)Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions (2020)Motivation and Continuance Intention towards Online Instruction among Teachers during the COVID-19 Pandemic: The Mediating Effect of Burnout and Technostress (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)A primer on partial least squares structural equation modeling (PLS-SEM) (2015)The effect of using Kahoot! for learning – A literature review (2020)The impact of gamification on learning and instruction: A systematic review of empirical evidence (2020)Models and constructs to predict students’ digital educational games acceptance: A systematic literature review (2022)Enhancing satisfaction among Vietnamese students through gamification: The mediating role of engagement and learning effectiveness (2023)The synergy of immersion and basic psychological needs satisfaction: Exploring gamification's impact on student engagement and learning outcomes (2024)
this work references cited by second hop· second hop is a sample of the most-cited connections

References

  • 2014Gamification for Engaging Computer Science Students in Learning Activities: A Case Study545 cited
  • 2019Analysing gamification elements in educational environments using an existing Gamification taxonomy320 cited
  • 2020Gamification in Physical Education: Evaluation of Impact on Motivation and Academic Performance within Higher Education179 cited
  • 2020The Shift to Gamification in Education: A Review on Dominant Issues142 cited
  • 2019A Taxonomy of Game Elements for Gamification in Educational Contexts: Proposal and Evaluation139 cited
  • 2020Evaluating Activation and Absence of Negative Effect: Gamification and Escape Rooms for Learning121 cited
  • 2018An integrated method using MACBETH and EDAS methods for evaluating steam boiler alternatives108 cited
  • 2020The Impact of Gamification on Learning Outcomes of Computer Science Majors105 cited
  • 2022Evaluation of continued use on Kahoot! as a gamification-based learning platform from the perspective of Indonesia students84 cited
  • 2020Evaluation of Gamification in E-Learning Systems for Elementary School Students83 cited
  • 2018Does gamification matter?55 cited
  • 2019A Review of Gamification for Learning Programming Fundamental44 cited
  • 2022Evaluating a gamification proposal for learning usability heuristics: Heureka43 cited
  • 2018Evaluating the use of gamification in mathematics learning in primary school children

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

37 cited
  • 2015User-enjoyable learning environment based on Gamification elements31 cited
  • 2017Gamification-based learning framework for a programming course29 cited
  • Cited by

    No citing works inside the corpus for this window.