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Investigating the impact of a gamified learning analytics dashboard: Student experiences and academic achievement
16 references·0 citing·48 second hop
Investigating the impact of a gamified learning analytics dashboard: Student experiences and academic achievement (2023)Investigating the impact of a gamified le…Comparing success and engagement in gamified learning experiences via Kahoot and Quizizz (2019)Comparing success and engagem…Toward Meaningful Engagement: A Framework for Design and Research of Gamified Information Systems1 (2017)Toward Meaningful Engagement:…The maturing of gamification research (2017)The maturing of gamification …Mixed Methods Research: A Guide to the Field (2016)Mixed Methods Research: A Gui…Foundations of Game-Based Learning (2015)Foundations of Game-Based Lea…Mapping learning and game mechanics for serious games analysis (2014)Mapping learning and game mec…Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Assessing the effects of gami…The benefits of playing video games. (2013)The benefits of playing video…Game-Based Learning in Science Education: A Review of Relevant Research (2013)Game-Based Learning in Scienc…Conducting Educational Design Research (2013)Conducting Educational Design…A User-Centered Theoretical Framework for Meaningful Gamification (2012)A User-Centered Theoretical F…From game design elements to gamefulness (2011)From game design elements to …Qualitative research in applied linguistics : a practical introduction (2009)Qualitative research in appli…Integrating quantitative and qualitative research: how is it done? (2006)Integrating quantitative and …First-Generation College Students: Additional Evidence on College Experiences and Outcomes (2004)First-Generation College Stud…Qualitative Data Analysis: A Methods Sourcebook (1988)Qualitative Data Analysis: A …A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives (2001)GameFlow (2005)A systematic literature review of empirical evidence on computer games and serious games (2012)An activity theory-based model for serious games analysis and conceptual design (2015)A Meta-Analysis of Use of Serious Games in Education over a Decade (2019)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Gamification. using game-design elements in non-gaming contexts (2011)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Gamification in theory and action: A survey (2014)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)A Theory of Social Comparison Processes (1954)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)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)Mind in Society: The Development of Higher Psychological Processes (1978)Social Learning Theory. (1978)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)A Large-Scale Test of the Goldilocks Hypothesis (2017)Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. 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(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)Foundations of online learning: Challenges and opportunities (2022)Handbook of Self-Determination Research (2004)Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps (2011)Gamification for Engaging Computer Science Students in Learning Activities: A Case Study (2014)The Lens of Intrinsic Skill Atoms: A Method for Gameful Design (2015)Serious games and the gamification of tourism (2016)Mixed methods research (2016)Revisiting the difference between mixed methods and multimethods: Is it all in the name? (2018)Mixed methods research: what it is and what it could be (2019)Thematic Analysis (2017)A simple method to assess and report thematic saturation in qualitative research (2020)The Coding Manual for Qualitative Researchers (2022)Comparing the Determinants of Persistence for First-Generation and Continuing-Generation Students (2005)Social Class and Belonging: Implications for College Adjustment (2007)Closing the Social-Class Achievement Gap (2014)
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References

  • 1988Qualitative Data Analysis: A Methods Sourcebook20,700 cited
  • 2011From game design elements to gamefulness8,391 cited
  • 2006Integrating quantitative and qualitative research: how is it done?3,353 cited
  • 2013The benefits of playing video games.2,456 cited
  • 2014Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance1,927 cited
  • 2015Foundations of Game-Based Learning1,754 cited
  • 2014Mapping learning and game mechanics for serious games analysis855 cited
  • 2004First-Generation College Students: Additional Evidence on College Experiences and Outcomes738 cited
  • 2016Mixed Methods Research: A Guide to the Field708 cited
  • 2012A User-Centered Theoretical Framework for Meaningful Gamification563 cited
  • 2017Toward Meaningful Engagement: A Framework for Design and Research of Gamified Information Systems1520 cited
  • 2017The maturing of gamification research492 cited
  • 2013Conducting Educational Design Research466 cited
  • 2009Qualitative research in applied linguistics : a practical introduction434 cited
  • 2019Comparing success and engagement in gamified learning experiences via Kahoot and Quizizz

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418 cited
  • 2013Game-Based Learning in Science Education: A Review of Relevant Research392 cited
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