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The study on the effects of gamified interactive e-books on students’ learning achievements and motivation in a Chinese character learning flipped classroom
16 references·1 citing·38 second hop
The study on the effects of gamified interactive e-books on students’ learning achievements and motivation in a Chinese character learning flipped classroom (2023)The study on the effects of gamified inte…The impact of gamification on learning and instruction: A systematic review of empirical evidence (2020)The impact of gamification on…The Flipped Classroom: A Survey of the Research (2020)The Flipped Classroom: A Surv…Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions (2020)Intrinsic and extrinsic motiv…The Gamification of Learning: a Meta-analysis (2019)The Gamification of Learning:…The flipped classroom: A review of its advantages and challenges (2018)The flipped classroom: A revi…Gamified learning in higher education: A systematic review of the literature (2018)Gamified learning in higher e…A self-regulated flipped classroom approach to improving students’ learning performance in a mathematics course (2016)A self-regulated flipped clas…Motivation and cognitive load in the flipped classroom: definition, rationale and a call for research (2014)Motivation and cognitive load…Gamification in theory and action: A survey (2014)Gamification in theory and ac…Gamification and student motivation (2014)Gamification and student moti…Self-Determination Theory (2012)Self-Determination TheoryFor the Win: How Game Thinking Can Revolutionize Your Business (2012)For the Win: How Game Thinkin…From Game Design Elements to Gamefulness: Defining “Gamification” (2011)From Game Design Elements to …Improving student engagement: Ten proposals for action (2010)Improving student engagement:…Self-determination theory: A macrotheory of human motivation, development, and health. (2008)Self-determination theory: A …Overview of self-determination theory: An organismic-dialectical perspective. (2002)Overview of self-determinatio…Use of Interactive Technologies to Increase Motivation in University Online Courses (2024)Use of Interactive Technologi…Intrinsic Motivation and Self-Determination in Human Behavior (1988)The benefits of being present: Mindfulness and its role in psychological well-being. (2003)Choice and Ego-Depletion: The Moderating Role of Autonomy (2006)Why do people use Facebook? (2011)The Psychology of Working Theory. (2016)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Seamless flipped learning: a mobile technology-enhanced flipped classroom with effective learning strategies (2015)A critical review of flipped classroom challenges in K-12 education: possible solutions and recommendations for future research (2017)Flipped classroom improves student learning in health professions education: a meta-analysis (2018)Experiential Learning : Experience as the Source of Learning and Development (1983)Does Active Learning Work? A Review of the Research (2004)Problem-Based Learning: What and How Do Students Learn? (2004)Science and Human Behavior (1953)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)The Measurement of Observer Agreement for Categorical Data (1977)Qualitative Research Methods for the Social Sciences (2000)Challenges in the online component of blended learning: A systematic review (2019)Differentiated Instruction in Secondary Education: A Systematic Review of Research Evidence (2019)Effects of flipping the classroom on learning outcomes and satisfaction: A meta-analysis (2019)The Power of Feedback (2007)Introduction to Meta‐Analysis (2009)The potential of digital tools to enhance mathematics and science learning in secondary schools: A context-specific meta-analysis (2020)Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education (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)Gamification in Education: A Systematic Mapping Study (2015)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Engaging students in learning activities: It is not autonomy support or structure but autonomy support and structure. (2010)A Self-determination Theory Perspective on Student Engagement (2012)Exercise, physical activity, and self-determination theory: A systematic review (2012)Applying the self-determination theory (SDT) to explain student engagement in online learning during the COVID-19 pandemic (2021)Autonomy-supportive teaching: Its malleability, benefits, and potential to improve educational practice (2021)Student Motivation and Associated Outcomes: A Meta-Analysis From Self-Determination Theory (2021)Self‐Regulation and the Problem of Human Autonomy: Does Psychology Need Choice, Self‐Determination, and Will? (2006)How Technology Is Changing Work and Organizations (2016)The influence of tourism experience and well-being on place attachment (2018)
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References

  • 2008Self-determination theory: A macrotheory of human motivation, development, and health.6,655 cited
  • 2020Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions6,009 cited
  • 2012Self-Determination Theory3,158 cited
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  • 2014Gamification in theory and action: A survey2,509 cited
  • 2020The Flipped Classroom: A Survey of the Research2,435 cited
  • 2012For the Win: How Game Thinking Can Revolutionize Your Business2,354 cited
  • 2014Motivation and cognitive load in the flipped classroom: definition, rationale and a call for research1,854 cited
  • 2019The Gamification of Learning: a Meta-analysis1,503 cited
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  • 2011From Game Design Elements to Gamefulness: Defining “Gamification”1,340 cited
  • 2020The impact of gamification on learning and instruction: A systematic review of empirical evidence963 cited
  • 2014Gamification and student motivation884 cited
  • 2018Gamified learning in higher education: A systematic review of the literature875 cited
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A self-regulated flipped classroom approach to improving students’ learning performance in a mathematics course
826 cited
  • 2010Improving student engagement: Ten proposals for action806 cited
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    • 2024Use of Interactive Technologies to Increase Motivation in University Online Courses42 cited