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Enhancing satisfaction among Vietnamese students through gamification: The mediating role of engagement and learning effectiveness
16 references·2 citing·44 second hop
Enhancing satisfaction among Vietnamese students through gamification: The mediating role of engagement and learning effectiveness (2023)Enhancing satisfaction among Vietnamese s…The impact of gamification in educational settings on student learning outcomes: a meta-analysis (2020)The impact of gamification in…The Effect of Educational Games on Learning Outcomes, Student Motivation, Engagement and Satisfaction (2020)The Effect of Educational Gam…The effect of challenge-based gamification on learning: An experiment in the context of statistics education (2020)The effect of challenge-based…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 role of gamified e-quizzes on student learning and engagement: An interactive gamification solution for a formative assessment system (2019)The role of gamified e-quizze…Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction (2019)Does gamification satisfy nee…When to use and how to report the results of PLS-SEM (2018)When to use and how to report…How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)How gamification motivates: A…Gamification of task performance with leaderboards: A goal setting experiment (2015)Gamification of task performa…Common methods variance detection in business research (2015)Common methods variance detec…Developing a Theory of Gamified Learning (2014)Developing a Theory of Gamifi…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…Gamification. using game-design elements in non-gaming contexts (2011)Gamification. using game-desi…Management of multi-purpose stadiums: importance and performance measurement of service interfaces (2010)Management of multi-purpose s…Common method biases in behavioral research: A critical review of the literature and recommended remedies. (2003)Common method biases in behav…The general causality orientations scale: Self-determination in personality (1985)The general causality orienta…The synergy of immersion and basic psychological needs satisfaction: Exploring gamification's impact on student engagement and learning outcomes (2024)The synergy of immersion and …How does gamification affect learning effectiveness? The mediating roles of engagement, satisfaction, and intrinsic motivation (2024)How does gamification affect …Generalized expectancies for internal versus external control of reinforcement. 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(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)Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Self-Reports in Organizational Research: Problems and Prospects (1986)Structural Equations with Latent Variables. 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(2001)An assessment of the use of partial least squares structural equation modeling (PLS-SEM) in hospitality research (2017)Understanding and managing the threat of common method bias: Detection, prevention and control (2021)Common Method Bias: It's Bad, It's Complex, It's Widespread, and It's Not Easy to Fix (2023)The need to belong: Desire for interpersonal attachments as a fundamental human motivation. (1995)The Gamification of Learning: a Meta-analysis (2019)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)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)PLS-SEM: Indeed a Silver Bullet (2011)A new criterion for assessing discriminant validity in variance-based structural equation modeling (2014)Partial Least Squares Structural Equation Modeling (2017)Assessing measurement model quality in PLS-SEM using confirmatory composite analysis (2019)Partial Least Squares Structural Equation Modeling (PLS-SEM) Using R (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)From game design elements to gamefulness (2011)Gamification in theory and action: A survey (2014)Does gamification affect brand engagement and equity? A study in online brand communities (2020)Enhancing user engagement: The role of gamification in mobile apps (2021)
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References

  • 2003Common method biases in behavioral research: A critical review of the literature and recommended remedies.81,863 cited
  • 2018When to use and how to report the results of PLS-SEM27,424 cited
  • 1985The general causality orientations scale: Self-determination in personality5,092 cited
  • 2015Common methods variance detection in business research3,335 cited
  • 2011Gamification. using game-design elements in non-gaming contexts2,412 cited
  • 2016How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction2,059 cited
  • 2014Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance1,927 cited
  • 2014Developing a Theory of Gamified Learning915 cited
  • 2020Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts693 cited
  • 2019Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction622 cited
  • 2015Gamification of task performance with leaderboards: A goal setting experiment474 cited
  • 2019The role of gamified e-quizzes on student learning and engagement: An interactive gamification solution for a formative assessment system446 cited
  • 2010Management of multi-purpose stadiums: importance and performance measurement of service interfaces

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366 cited
  • 2020The impact of gamification in educational settings on student learning outcomes: a meta-analysis343 cited
  • 2020The Effect of Educational Games on Learning Outcomes, Student Motivation, Engagement and Satisfaction336 cited
  • 2020The effect of challenge-based gamification on learning: An experiment in the context of statistics education331 cited
  • Cited by

    • 2024The synergy of immersion and basic psychological needs satisfaction: Exploring gamification's impact on student engagement and learning outcomes27 cited
    • 2024How does gamification affect learning effectiveness? The mediating roles of engagement, satisfaction, and intrinsic motivation26 cited