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Promoting Student Thinking and Engagement Through Question-Based and Gamified Learning
4 references·0 citing·13 second hop
Promoting Student Thinking and Engagement Through Question-Based and Gamified Learning (2022)Promoting Student Thinking and Engagement…Older adults and online communities: recent findings, gaps and opportunities (2021)Older adults and online commu…Gamify Online Courses with Tools Built into Your Learning Management System (LMS) to Enhance Self-Determined and Active Learning (2018)Gamify Online Courses with To…Gamification in theory and action: A survey (2014)Gamification in theory and ac…The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)The Gamification of Learning …Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)From game design elements to gamefulness (2011)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)The Gamification of Learning: a Meta-analysis (2019)Self-determination theory: A macrotheory of human motivation, development, and health. (2008)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Students' preference for the use of gamification in virtual learning environments (2021)Examining the effectiveness of gamification as a tool promoting teaching and learning in educational settings: a meta-analysis (2023)Student engagement and academic achievement: the effect of gamification on case and project-based online learning (2024)‘Age Brings Experience’: Challenging Ageism in an Online Community (2026)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)
this work references cited by second hop

References

  • 2012The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education3,765 cited
  • 2014Gamification in theory and action: A survey2,989 cited
  • 2018Gamify Online Courses with Tools Built into Your Learning Management System (LMS) to Enhance Self-Determined and Active Learning79 cited
  • 2021Older adults and online communities: recent findings, gaps and opportunities17 cited

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