SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Gamified learning: Assessing the influence of leaderboards on online formative quizzes in a computer programming course
16 references·0 citing·36 second hop
Gamified learning: Assessing the influence of leaderboards on online formative quizzes in a computer programming course (2023)Gamified learning: Assessing the influenc…The impact of gamification on learning and instruction: A systematic review of empirical evidence (2020)The impact of gamification on…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 Rise of Motivational Information Systems: A Review of Gamification Research (2017)The Rise of Motivational Info…Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017)Gamifying education: what is …Towards understanding the effects of individual gamification elements on intrinsic motivation and performance (2015)Towards understanding the eff…Foundations of Game-Based Learning (2015)Foundations of Game-Based Lea…Gamification and student motivation (2014)Gamification and student moti…Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does Gamification Work? -- A …Demographic differences in perceived benefits from gamification (2014)Demographic differences in pe…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…Gamifying learning experiences: Practical implications and outcomes (2013)Gamifying learning experience…Gamification (2012)GamificationResearch Design: Qualitative, Quantitative, and Mixed Methods Approaches (2009)Research Design: Qualitative,…Formative Assessment: revisiting the territory (1998)Formative Assessment: revisit…Assessment and Classroom Learning (1998)Assessment and Classroom Lear…How to Design and Evaluate Research in Education (1990)How to Design and Evaluate Re…Motivational processes affecting learning. (1986)Classrooms: Goals, structures, and student motivation. (1992)Stereotype threat and the intellectual test performance of African Americans. (1995)Formative assessment and self‐regulated learning: a model and seven principles of good feedback practice (2006)The Power of Feedback (2007)Focus on Formative Feedback (2008)The theory of planned behavior (1991)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)From game design elements to gamefulness (2011)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)The Gamification of Learning: a Meta-analysis (2019)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (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)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Gamification in theory and action: A survey (2014)Situated Learning (1991)Situated Learning: Legitimate Peripheral Participation. (1994)Handbook of Game-Based Learning. (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)Educational technology: Exploring the convergence of technology and pedagogy through mobility, interactivity, AI, and learning tools (2023)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Consumers acceptance of artificially intelligent (AI) device use in service delivery (2019)Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction (2019)Mind in Society: The Development of Higher Psychological Processes (1978)Content Analysis: An Introduction to its Methodology. (1984)Content Analysis: An Introduction to Its Methodology (2019)Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education (2021)Gamification in Science Education. A Systematic Review of the Literature (2021)Identification and Assessment of Intercultural Competence as a Student Outcome of Internationalization (2006)Memahami desain metode penelitian kualitatif (2021)METODE PENELITIAN KUALITATIF (2022)Case study research: design and methods (2011)Qualitative Case Study Methodology: Study Design and Implementation for Novice Researchers (2015)Thematic Analysis (2017)
this work references cited by second hop

References

  • 1990How to Design and Evaluate Research in Education14,565 cited
  • 2009Research Design: Qualitative, Quantitative, and Mixed Methods Approaches14,328 cited
  • 1998Assessment and Classroom Learning9,919 cited
  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification6,655 cited
  • 2015Foundations of Game-Based Learning2,533 cited
  • 2013Gamifying learning experiences: Practical implications and outcomes2,410 cited
  • 2014Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance2,383 cited
  • 2017The Rise of Motivational Information Systems: A Review of Gamification Research2,229 cited
  • 2017Gamifying education: what is known, what is believed and what remains uncertain: a critical review2,108 cited
  • 2020The impact of gamification on learning and instruction: A systematic review of empirical evidence1,475 cited
  • 2015Towards understanding the effects of individual gamification elements on intrinsic motivation and performance1,240 cited
  • 2014Gamification and student motivation1,120 cited
  • 1998Formative Assessment: revisiting the territory1,118 cited
  • 2020Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

993 cited
  • 2014Demographic differences in perceived benefits from gamification950 cited
  • 2012Gamification861 cited
  • Cited by

    No citing works inside the corpus for this window.