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PERANCANGAN APLIKASI PEMBELAJARAN DENGAN KONSEP GAMIFIKASI Systematic Literature Review
14 references·0 citing·42 second hop
PERANCANGAN APLIKASI PEMBELAJARAN DENGAN KONSEP GAMIFIKASI Systematic Literature Review (2023)PERANCANGAN APLIKASI PEMBELAJARAN DENGAN …Systematic Literature Review (SLR): Kompetensi Sumber Daya Insani Bagi Perkembangan Perbankan Syariah Di Indonesia (2020)Systematic Literature Review …The impact of a forfeit-or-prize gamified teaching on e-learners’ learning performance (2018)The impact of a forfeit-or-pr…Penerapan Gamifikasi pada Sistem Informasi Penilaian Ujian Mahasiswa Untuk Meningkatkan Kinerja Dosen (2018)Penerapan Gamifikasi pada Sis…An approach for planning and deploying gamification concepts with social networks within educational contexts (2018)An approach for planning and …What “Gamification” is and what it’s not (2017)What “Gamification” is and wh…To gamify or not to gamify? An experimental field study of the influence of badges on motivation, activity, and performance in an online learning course (2017)To gamify or not to gamify? A…The maturing of gamification research (2017)The maturing of gamification …The effect of gamification on motivation and engagement (2017)The effect of gamification on…The effect of badges on the engagement of students with special educational needs: A case study (2017)The effect of badges on the e…Knowledge for games, games for knowledge: designing a digital roll-and-move board game for a law of torts class (2017)Knowledge for games, games fo…Game-based learning and Gamification to promote engagement and motivation in medical learning contexts (2016)Game-based learning and Gamif…Factors Affecting ICT Adoption among Distance Education Students based on the Technology Acceptance Model—A Case Study at a Distance Education University in Iran (2016)Factors Affecting ICT Adoptio…Educational Gamification Vs. Game Based Learning: Comparative Study (2016)Educational Gamification Vs. …Engaging Asian students through game mechanics: Findings from two experiment studies (2015)Engaging Asian students throu…A Theory of Social Comparison Processes (1954)Self-efficacy mechanism in human agency. (1982)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)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)The Gamification of Learning: a Meta-analysis (2019)Digital game-based learning (2003)School Engagement: Potential of the Concept, State of the Evidence (2004)Gamification. using game-design elements in non-gaming contexts (2011)Developing Cognitive Skills Through Active Learning: A Systematic Review of Health Care Professions (2019)Gamification in Science Education. A Systematic Review of the Literature (2021)Serious Gaming for Behaviour Change: A Systematic Review (2022)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)From game design elements to gamefulness (2011)Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction (2019)Gamification Applications in E-learning: A Literature Review (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)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)The impact of gamification on learning and instruction: A systematic review of empirical evidence (2020)Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education (2021)Gamification of e-learning in higher education: a systematic literature review (2023)Flow: the psychology of optimal experience (1990)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)Virtual reality and gamification in education: a systematic review (2024)Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2008)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 role of gamified e-quizzes on student learning and engagement: An interactive gamification solution for a formative assessment system (2019)Case Study Research: Design and Methods (1984)The qualitative research interview (2006)The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)Impact of classroom environment, teacher competency, information and communication technology resources, and university facilities on student engagement and academic performance (2023)Bank islam : analisis fiqih dan keuangan (2007)Metodologi Penelitian Kualitatif (2009)MANAJEMEN SUMBER DAYA MANUSIA (2019)Systematic Literature Review: Kebijakan Pemerintah terhadap Penyaluran Dana Bantuan Sosial Bagi Pelaku UMKM di Indonesia (2022)SYSTEMATIC LITERATURE REVIEW: FAKTOR DETERMINAN IMPLEMENTASI SAK-EMKM PADA UMKM DI INDONESIA (2023)Applying a business simulation game in a flipped classroom to enhance engagement, learning achievement, and higher-order thinking skills (2022)Play it again: how game-based learning improves flow in Accounting and Marketing education (2019)Gamifying cultural heritage: Exploring the potential of immersive virtual exhibitions (2024)
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References

  • 2017The effect of gamification on motivation and engagement1,162 cited
  • 2017The maturing of gamification research604 cited
  • 2016Educational Gamification Vs. Game Based Learning: Comparative Study342 cited
  • 2017To gamify or not to gamify? An experimental field study of the influence of badges on motivation, activity, and performance in an online learning course327 cited
  • 2015Engaging Asian students through game mechanics: Findings from two experiment studies298 cited
  • 2016Game-based learning and Gamification to promote engagement and motivation in medical learning contexts162 cited
  • 2018An approach for planning and deploying gamification concepts with social networks within educational contexts125 cited
  • 2017What “Gamification” is and what it’s not105 cited
  • 2020Systematic Literature Review (SLR): Kompetensi Sumber Daya Insani Bagi Perkembangan Perbankan Syariah Di Indonesia63 cited
  • 2018The impact of a forfeit-or-prize gamified teaching on e-learners’ learning performance46 cited
  • 2017Knowledge for games, games for knowledge: designing a digital roll-and-move board game for a law of torts class35 cited
  • 2017The effect of badges on the engagement of students with special educational needs: A case study34 cited
  • 2018Penerapan Gamifikasi pada Sistem Informasi Penilaian Ujian Mahasiswa Untuk Meningkatkan Kinerja Dosen26 cited

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2016
Factors Affecting ICT Adoption among Distance Education Students based on the Technology Acceptance Model—A Case Study at a Distance Education University in Iran
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