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Gameful strategies in the education of autistic children: a systematic literature review, scientometric analysis, and future research roadmap
16 references·0 citing·51 second hop
Gameful strategies in the education of autistic children: a systematic literature review, scientometric analysis, and future research roadmap (2024)Gameful strategies in the education of au…Gameful Green: A Systematic Review on the Use of Serious Computer Games and Gamified Mobile Apps to Foster Pro-Environmental Information, Attitudes and Behaviors (2022)Gameful Green: A Systematic R…The PRISMA 2020 statement: an updated guideline for reporting systematic reviews (2021)The PRISMA 2020 statement: an…A New Socially Assistive Robot with Integrated Serious Games for Therapies with Children with Autism Spectrum Disorder and Down Syndrome: A Pilot Study (2021)A New Socially Assistive Robo…Partners in School: Optimizing Communication between Parents and Teachers of Children with Autism Spectrum Disorder (2020)Partners in School: Optimizin…Empowering Children with ASD and Their Parents: Design of a Serious Game for Anxiety and Stress Reduction (2020)Empowering Children with ASD …The Gamification of Learning: a Meta-analysis (2019)The Gamification of Learning:…The experiences of adults with autism spectrum disorder: Self-determination and quality of life (2019)The experiences of adults wit…Gamification (2019)GamificationGamification in Apps and Technologies for Improving Mental Health and Well-Being: Systematic Review (2019)Gamification in Apps and Tech…Evidence-Based Practices Provided in Teacher Education and In-Service Training Programs for Special Education Teachers of Students With Autism Spectrum Disorders (2018)Evidence-Based Practices Prov…The Rise of Motivational Information Systems: A Review of Gamification Research (2017)The Rise of Motivational Info…Gamification for health and wellbeing: A systematic review of the literature (2016)Gamification for health and w…Attention and working memory training: A feasibility study in children with neurodevelopmental disorders (2016)Attention and working memory …Why do people use gamification services? (2015)Why do people use gamificatio…Game-Inspired Design (2015)Game-Inspired DesignUser Assessment in Serious Games and Technology-Enhanced Learning (2013)User Assessment in Serious Ga…The role of deliberate practice in the acquisition of expert performance. (1993)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)From game design elements to gamefulness (2011)Gamification for Education: Review of Current Publications (2018)Gaming the SySTEM: The Relationship Between Video Games and the Digital and STEM Divides (2018)Her Storyor their own stories? Digital game-based learning, student creativity, and creative writing (2019)Intraclass correlations: Uses in assessing rater reliability. (1979)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement (2009)The behaviour change wheel: A new method for characterising and designing behaviour change interventions (2011)The maturing of gamification research (2017)Serious Gaming and Gamification Education in Health Professions: Systematic Review (2019)Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)The theory of planned behavior (1991)Consumers acceptance of artificially intelligent (AI) device use in service delivery (2019)Does gamification satisfy needs? 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(2017)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Using thematic analysis in psychology (2006)Gamification as an approach to improve resilience and reduce attrition in mobile mental health interventions: A randomized controlled trial (2020)The Effects of Gamification on Computerized Cognitive Training: Systematic Review and Meta-Analysis (2020)Promoting Physical and Mental Health among Children and Adolescents via Gamification—A Conceptual Systematic Review (2024)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)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)What I Think and Feel: A Revised Measure of Children's Manifest Anxiety (1997)Diagnostic and Statistical Manual of Mental Disorders (2013)The benefits of playing video games. (2013)Psychiatric disorders in children and adolescents during the COVID-19 pandemic (2020)Trastornos psiquiátricos en los niños y adolescentes en tiempo de la pandemia por COVID-19 (2020)A framework and serious game for decision making in stressful situations; a fire evacuation scenario (2022)Six Theories of Child Development: Revised Formulations and Current Issues (1992)School, Family, and Community Partnerships: Preparing Educators and Improving Schools (2001)Changes in teacher efficacy during the early years of teaching: A comparison of four measures (2005)What Do Teachers Know about Adoptive Families, and How Do They Use It to Serve Adopted Children? (2022)Executive Functioning (2026)Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement (2009)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA Statement. (2009)How to properly use the PRISMA Statement (2021)Updating guidance for reporting systematic reviews: development of the PRISMA 2020 statement (2021)CONSORT 2025 statement: updated guideline for reporting randomised trials (2025)A systematic literature review of empirical evidence on computer games and serious games (2012)Business Intelligence and Analytics: From Big Data to Big Impact (2012)Archetypes of Gamification: Analysis of mHealth Apps (2020)Work gamification: Effects on enjoyment, productivity and the role of leadership (2020)Gamification for climate change engagement: review of corpus and future agenda (2021)
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References

  • 2021The PRISMA 2020 statement: an updated guideline for reporting systematic reviews14,564 cited
  • 2019The Gamification of Learning: a Meta-analysis2,587 cited
  • 2017The Rise of Motivational Information Systems: A Review of Gamification Research2,229 cited
  • 2016Gamification for health and wellbeing: A systematic review of the literature1,393 cited
  • 2015Why do people use gamification services?748 cited
  • 2019Gamification in Apps and Technologies for Improving Mental Health and Well-Being: Systematic Review280 cited
  • 2019Gamification138 cited
  • 2020Empowering Children with ASD and Their Parents: Design of a Serious Game for Anxiety and Stress Reduction116 cited
  • 2020Partners in School: Optimizing Communication between Parents and Teachers of Children with Autism Spectrum Disorder112 cited
  • 2015Game-Inspired Design98 cited
  • 2016Attention and working memory training: A feasibility study in children with neurodevelopmental disorders88 cited
  • 2019The experiences of adults with autism spectrum disorder: Self-determination and quality of life88 cited
  • 2022Gameful Green: A Systematic Review on the Use of Serious Computer Games and Gamified Mobile Apps to Foster Pro-Environmental Information, Attitudes and Behaviors84 cited
  • 2013User Assessment in Serious Games and Technology-Enhanced Learning

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79 cited
  • 2018Evidence-Based Practices Provided in Teacher Education and In-Service Training Programs for Special Education Teachers of Students With Autism Spectrum Disorders71 cited
  • 2021A New Socially Assistive Robot with Integrated Serious Games for Therapies with Children with Autism Spectrum Disorder and Down Syndrome: A Pilot Study45 cited
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