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Project-Based Learning dengan Pendekatan Gamifikasi: Untuk Pembelajaran yang Menarik dan Efektif
16 references·0 citing·41 second hop
Project-Based Learning dengan Pendekatan Gamifikasi: Untuk Pembelajaran yang Menarik dan Efektif (2023)Project-Based Learning dengan Pendekatan …The impact of gamification on students’ learning, engagement and behavior based on their personality traits (2020)The impact of gamification on…Students' learning performance and perceived motivation in gamified flipped-class instruction (2018)Students' learning performanc…Investigating the effects of gamification-enhanced flipped learning on undergraduate students’ behavioral and cognitive engagement (2018)Investigating the effects of …Enhancing student learning experience with technology-mediated gamification: An empirical study (2018)Enhancing student learning ex…A comparison of flipped learning with gamification, traditional learning, and online independent study: the effects on students’ mathematics achievement and cognitive engagement (2018)A comparison of flipped learn…Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017)Gamifying education: what is …Gamification (2014)GamificationGamification in theory and action: A survey (2014)Gamification in theory and ac…Gamification in assessment: Do points affect test performance? (2014)Gamification in assessment: D…An Empirical Test of the Theory of Gamified Learning (2014)An Empirical Test of the Theo…Effects of video-game play on information processing: A meta-analytic investigation (2013)Effects of video-game play on…A case study in the gamification of a university-level games development course (2013)A case study in the gamificat…Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps (2011)Gamification by Design: Imple…Multimedia Learning (2002)Multimedia LearningThe Relationship Between Self-Determination and Quality of Life for Adults with Mental Retardation (1998)The Relationship Between Self…Principles of Instructional Design (1974)Principles of Instructional D…Mind in Society: The Development of Higher Psychological Processes (1978)Trim and Fill: A Simple Funnel‐Plot–Based Method of Testing and Adjusting for Publication Bias in Meta‐Analysis (2000)Digital Natives, Digital Immigrants (2012)Do “Brain-Training” Programs Work? 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Evidence from a meta-analysis and synthesis of qualitative data in educational contexts (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)A Theory of Social Comparison Processes (1954)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)The impact of gamification on learning and instruction: A systematic review of empirical evidence (2020)The development of markers for the Big-Five factor structure. 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References

  • 2002Multimedia Learning8,619 cited
  • 1974Principles of Instructional Design4,479 cited
  • 2014Gamification in theory and action: A survey2,989 cited
  • 2011Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps2,378 cited
  • 2017Gamifying education: what is known, what is believed and what remains uncertain: a critical review2,108 cited
  • 2020The impact of gamification on students’ learning, engagement and behavior based on their personality traits776 cited
  • 2018Investigating the effects of gamification-enhanced flipped learning on undergraduate students’ behavioral and cognitive engagement405 cited
  • 2013Effects of video-game play on information processing: A meta-analytic investigation398 cited
  • 1998The Relationship Between Self-Determination and Quality of Life for Adults with Mental Retardation392 cited
  • 2014Gamification in assessment: Do points affect test performance?392 cited
  • 2014An Empirical Test of the Theory of Gamified Learning363 cited
  • 2018A comparison of flipped learning with gamification, traditional learning, and online independent study: the effects on students’ mathematics achievement and cognitive engagement295 cited
  • 2018Students' learning performance and perceived motivation in gamified flipped-class instruction288 cited
  • 2013A case study in the gamification of a university-level games development course

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287 cited
  • 2014Gamification279 cited
  • 2018Enhancing student learning experience with technology-mediated gamification: An empirical study275 cited
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