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Digital Twin for Math Education: A Study on the Utilization of Games and Gamification for University Mathematics Education
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Digital Twin for Math Education: A Study on the Utilization of Games and Gamification for University Mathematics Education (2023)Digital Twin for Math Education: A Study …Examining competitive, collaborative and adaptive gamification in young learners' math learning (2018)Examining competitive, collab…Digital game‐based learning for K–12 mathematics education: A meta‐analysis (2018)Digital game‐based learning f…How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)How gamification motivates: A…Gamification in Education: A Systematic Mapping Study (2015)Gamification in Education: A …Engineers at Play: Games as Teaching Tools for Undergraduate Engineering Students (2015)Engineers at Play: Games as T…Flow and the Foundations of Positive Psychology (2014)Flow and the Foundations of P…Differential effect of motivational features on training improvements in school-based cognitive training (2014)Differential effect of motiva…Gamification of a Software Engineering course and a detailed analysis of the factors that lead to it's failure (2013)Gamification of a Software En…Engaging Engineering Students with Gamification (2013)Engaging Engineering Students…A case study in the gamification of a university-level games development course (2013)A case study in the gamificat…Book Review: 'The Gamification of Learning and Instruction: Game-Based Methods and Strategies For Training And Education' by Karl Kapp (2012)Book Review: 'The Gamificatio…A Game-based learning system for improving student's learning effectiveness in system analysis course (2012)A Game-based learning system …Gamification: Using Game Mechanics to Enhance eLearning (2011)Gamification: Using Game Mech…Playing for Real (2008)Playing for RealLearning by Design: Good Video Games as Learning Machines (2005)Learning by Design: Good Vide…The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)The "What" and "Why" of Goal …The role of transportation in the persuasiveness of public narratives. (2000)The role of desires and anticipated emotions in goal‐directed behaviours: Broadening and deepening the theory of planned behaviour (2001)Games, Motivation, and Learning: A Research and Practice Model (2002)A Motivational Model of Video Game Engagement (2010)Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies (2012)Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers (2013)Flow: the psychology of optimal experience (1990)Digital Natives, Digital Immigrants Part 1 (2001)From game design elements to gamefulness (2011)Personality-targeted Gamification (2016)Need-supporting gamification in education: An assessment of motivational effects over time (2018)“Achievement unlocked!” - The impact of digital achievements as a gamification element on motivation and performance (2019)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-Efficacy: The Exercise of Control (1999)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)On Happiness and Human Potentials: A Review of Research on Hedonic and Eudaimonic Well-Being (2001)Self‐determination theory and work motivation (2005)Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions (2020)What video games have to teach us about learning and literacy (2003)What Video Games Have to Teach Us about Learning and Literacy (2004)Investigating the impact of video games on high school students’ engagement and learning about genetics (2009)Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness (2013)The maturing of gamification research (2017)Badges in Social Media: A Social Psychological Perspective (2011)Gamification in Education: What, How, Why Bother? (2011)Gamification. using game-design elements in non-gaming contexts (2011)A qualitative investigation of student perceptions of game elements in a gamified course (2017)The Effects of Flow, Emotional Engagement, and Motivation on Success in a Gamified Online Learning Environment (2019)Gamification in Education (2023)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)A systematic review of gamification in e-Health (2017)Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017)The Gamification of Learning: a Meta-analysis (2019)The need to belong: Desire for interpersonal attachments as a fundamental human motivation. (1995)Basic psychological need theory: Advancements, critical themes, and future directions (2020)The impact of gamification on learning and instruction: A systematic review of empirical evidence (2020)A systematic literature review of empirical evidence on computer games and serious games (2012)Gamifying learning experiences: Practical implications and outcomes (2013)Adaptive Gamification in Education: A Literature Review of Current Trends and Developments (2019)Adaptive Gamification in Science Education: An Analysis of the Impact of Implementation and Adapted Game Elements on Students’ Motivation (2023)Gamification in Education: Why, Where, When, and How?—A Systematic Review (2023)A systematic mapping on gamification applied to education (2014)Augmented Reality and Gamification in Education: A Systematic Literature Review of Research, Applications, and Empirical Studies (2022)Gamification of e-learning in higher education: a systematic literature review (2023)Smartphones and Cognition: A Review of Research Exploring the Links between Mobile Technology Habits and Cognitive Functioning (2017)Human Emotion Recognition: Review of Sensors and Methods (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)
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References

  • 2000The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior34,111 cited
  • 2016How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction2,059 cited
  • 2014Flow and the Foundations of Positive Psychology1,653 cited
  • 2015Gamification in Education: A Systematic Mapping Study1,551 cited
  • 2012Book Review: 'The Gamification of Learning and Instruction: Game-Based Methods and Strategies For Training And Education' by Karl Kapp1,138 cited
  • 2008Playing for Real998 cited
  • 2005Learning by Design: Good Video Games as Learning Machines829 cited
  • 2013Engaging Engineering Students with Gamification314 cited
  • 2013A case study in the gamification of a university-level games development course287 cited
  • 2018Examining competitive, collaborative and adaptive gamification in young learners' math learning231 cited
  • 2015Engineers at Play: Games as Teaching Tools for Undergraduate Engineering Students221 cited
  • 2018Digital game‐based learning for K–12 mathematics education: A meta‐analysis198 cited
  • 2013Gamification of a Software Engineering course and a detailed analysis of the factors that lead to it's failure143 cited
  • 2014Differential effect of motivational features on training improvements in school-based cognitive training

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142 cited
  • 2012A Game-based learning system for improving student's learning effectiveness in system analysis course130 cited
  • 2011Gamification: Using Game Mechanics to Enhance eLearning123 cited
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