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Adaptive Gamification in Science Education: An Analysis of the Impact of Implementation and Adapted Game Elements on Students’ Motivation
16 references·10 citing·40 second hop
Adaptive Gamification in Science Education: An Analysis of the Impact of Implementation and Adapted Game Elements on Students’ Motivation (2023)Adaptive Gamification in Science Educatio…Gamification in Science Education. A Systematic Review of the Literature (2021)Gamification in Science Educa…The impact of gamification on learning and instruction: A systematic review of empirical evidence (2020)The impact of gamification on…Tailored gamification: A review of literature (2020)Tailored gamification: A revi…Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts (2020)Does gamification improve stu…The Dark Side of Gamification: An Overview of Negative Effects of Gamification in Education (2018)The Dark Side of Gamification…The Rise of Motivational Information Systems: A Review of Gamification Research (2017)The Rise of Motivational Info…Gamification: a systematic review of design frameworks (2017)Gamification: a systematic re…Towards understanding the effects of individual gamification elements on intrinsic motivation and performance (2015)Towards understanding the eff…Gamification in theory and action: A survey (2014)Gamification in theory and ac…Developing a Theory of Gamified Learning (2014)Developing a Theory of Gamifi…An empirical study comparing gamification and social networking on e-learning (2014)An empirical study comparing …The Gamification of Learning and Instruction (2012)The Gamification of Learning …Gamification (2012)GamificationScience motivation questionnaire II: Validation with science majors and nonscience majors (2011)Science motivation questionna…Designing and implementing an integrated technological pedagogical science knowledge framework for science teachers professional development (2010)Designing and implementing an…Pre-service teachers' attitudes towards computer use: A Singapore survey (2008)Pre-service teachers' attitud…The convergence of GETAMEL and protection motivation theory: A study on augmented reality-based gamification adoption among science teachers (2025)The convergence of GETAMEL an…Leveraging augmented reality and gamification for enhanced self-regulation in science education (2025)Leveraging augmented reality …The reality of the gamification methodology in Primary Education: A systematic review (2024)The reality of the gamificati…The Effects of Adaptive Gamification in Science Learning: A Comparison Between Traditional Inquiry-Based Learning and Gender Differences (2024)The Effects of Adaptive Gamif…Ten Years of Gamification-Based Learning: A Bibliometric Analysis and Systematic Review (2024)Ten Years of Gamification-Bas…Gamifying science education: How board games enhances engagement, motivate and develop social interaction, and learning (2024)Gamifying science education: …Gamified Health Promotion in Schools: The Integration of Neuropsychological Aspects and CBT—A Systematic Review (2024)Gamified Health Promotion in …Gamification is not Working: Why? (2024)Gamification is not Working: …TEACHER PERSPECTIVES ON AI-DRIVEN GAMIFICATION: IMPACT ON STUDENT MOTIVATION, ENGAGEMENT, AND LEARNING OUTCOMES (2023)TEACHER PERSPECTIVES ON AI-DR…Enhancing Student Motivation and Engagement through a Gamified Learning Environment (2023)Enhancing Student Motivation …Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)From game design elements to gamefulness (2011)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Gamification of health professions education: a systematic review (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)Effectiveness of L2 Instruction: A Research Synthesis and Quantitative Meta‐analysis (2000)Games, Motivation, and Learning: A Research and Practice Model (2002)Gamification of task performance with leaderboards: A goal setting experiment (2015)A power primer. (1992)Principles and Practice of Structural Equation Modeling (1998)Principles and Practice of Structural Equation Modeling (2012)Measuring Cognitive Engagement With Self-Report Scales: Reflections From Over 20 Years of Research (2015)The study, evaluation, and improvement of university student self-efficacy (2015)Technology Enhanced Learning in higher education; motivations, engagement and academic achievement (2019)Science and Human Behavior (1953)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (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)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)The theory of planned behavior (1991)Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction (2019)Past, present, and future of customer engagement (2021)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)Bias in meta-analysis detected by a simple, graphical test (1997)Using thematic analysis in psychology (2006)Gamification Applications in E-learning: A Literature Review (2021)Virtual reality and gamification in education: a systematic review (2024)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement (2009)Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement (2009)Gamification of e-learning in higher education: a systematic literature review (2023)Organizational digital transformation: from evolution to future trends (2023)Using gamification to support learning in K‐12 education: A systematic literature review (2023)The effect of virtual achievements on student engagement (2013)Gamification and Mobile Marketing Effectiveness (2016)Examining the impact of gamification on intention of engagement and brand attitude in the marketing context (2017)A mobile gamification learning system for improving the learning motivation and achievements (2014)Why do people use gamification services? 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this work references cited by second hop

References

  • 2014Gamification in theory and action: A survey2,509 cited
  • 2017The Rise of Motivational Information Systems: A Review of Gamification Research1,764 cited
  • 2015Towards understanding the effects of individual gamification elements on intrinsic motivation and performance995 cited
  • 2020The impact of gamification on learning and instruction: A systematic review of empirical evidence963 cited
  • 2014Developing a Theory of Gamified Learning915 cited
  • 2012Gamification726 cited
  • 2011Science motivation questionnaire II: Validation with science majors and nonscience majors697 cited
  • 2020Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts693 cited
  • 2021Gamification in Science Education. A Systematic Review of the Literature644 cited
  • 2014An empirical study comparing gamification and social networking on e-learning625 cited
  • 2012The Gamification of Learning and Instruction441 cited
  • 2008Pre-service teachers' attitudes towards computer use: A Singapore survey430 cited
  • 2020Tailored gamification: A review of literature408 cited
  • 2010Designing and implementing an integrated technological pedagogical science knowledge framework for science teachers professional development390 cited

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  • 2017Gamification: a systematic review of design frameworks327 cited
  • 2018The Dark Side of Gamification: An Overview of Negative Effects of Gamification in Education325 cited
  • Cited by

    • 2023Enhancing Student Motivation and Engagement through a Gamified Learning Environment138 cited
    • 2024Gamification is not Working: Why?59 cited
    • 2023TEACHER PERSPECTIVES ON AI-DRIVEN GAMIFICATION: IMPACT ON STUDENT MOTIVATION, ENGAGEMENT, AND LEARNING OUTCOMES55 cited
    • 2024The Effects of Adaptive Gamification in Science Learning: A Comparison Between Traditional Inquiry-Based Learning and Gender Differences45 cited
    • 2024Ten Years of Gamification-Based Learning: A Bibliometric Analysis and Systematic Review43 cited
    • 2024The reality of the gamification methodology in Primary Education: A systematic review33 cited
    • 2024Gamified Health Promotion in Schools: The Integration of Neuropsychological Aspects and CBT—A Systematic Review33 cited
    • 2024Gamifying science education: How board games enhances engagement, motivate and develop social interaction, and learning29 cited
    • 2025Leveraging augmented reality and gamification for enhanced self-regulation in science education28 cited
    • 2025The convergence of GETAMEL and protection motivation theory: A study on augmented reality-based gamification adoption among science teachers7 cited