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Exploring Students’ Perception of Quizizz as a Learning Media in Higher Education
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Exploring Students’ Perception of Quizizz as a Learning Media in Higher Education (2024)Exploring Students’ Perception of Quizizz…The use and impact of game-based learning on the learning experience and knowledge retention of nursing undergraduate students: A systematic literature review (2022)The use and impact of game-ba…Game-based learning and students’ motivation in project management education (2022)Game-based learning and stude…When the brain comes into play: Neurofunctional correlates of emotions and reward in game-based learning (2021)When the brain comes into pla…Exploring a Gamified Learning Tool in the ESL Classroom: The Case of Quizizz (2021)Exploring a Gamified Learning…Virtual World as a Complement to Hybrid and Mobile Learning (2020)Virtual World as a Complement…ARE WE PREPARED ENOUGH? A CASE STUDY OF CHALLENGES IN ONLINE LEARNING IN A PRIVATE HIGHER LEARNING INSTITUTION DURING THE COVID-19 OUTBREAKS (2020)ARE WE PREPARED ENOUGH? 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(2012)Student Engagement in Blended…Vygotsky and Schooling: Creating a Social Context for Learning (1996)Vygotsky and Schooling: Creat…Measurement and Evaluation in Psychology and Education. (1956)Measurement and Evaluation in…Classrooms: Goals, structures, and student motivation. (1992)A Motivational Science Perspective on the Role of Student Motivation in Learning and Teaching Contexts. (2003)From game design elements to gamefulness (2011)Gamification and student motivation (2014)Gamification in Science Education. A Systematic Review of the Literature (2021)What Matters in College? Four Critical Years Revisited. (1994)Motivational Beliefs, Values, and Goals (2002)Problem-Based Learning: What and How Do Students Learn? (2004)Flipped Classroom Research and Trends from Different Fields of Study (2016)Mapping research in student engagement and educational technology in higher education: a systematic evidence map (2020)Contrasting levels of student engagement in blended and non-blended learning scenarios (2021)Mind in Society: The Development of Higher Psychological Processes (1978)Situated Cognition and the Culture of Learning (1989)Apprenticeship in thinking: cognitive development in social context (1990)Adolescent Literacy: Putting the Crisis in Context (2008)Learning while playing: Children's Forest School experiences in the UK (2018)Disempowering emotions: The role of educational experiences in social responses to climate change (2020)School Engagement: Potential of the Concept, State of the Evidence (2004)The Control-Value Theory of Achievement Emotions: Assumptions, Corollaries, and Implications for Educational Research and Practice (2006)Grit: Perseverance and passion for long-term goals. 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(2003)Gamified learning in higher education: A systematic review of the literature (2018)Game-based learning in early childhood education: a systematic review and meta-analysis (2024)The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Gamification in theory and action: A survey (2014)The impact of gamification on learning and instruction: A systematic review of empirical evidence (2020)Gamification Applications in E-learning: A Literature Review (2021)Research Design: Qualitative, Quantitative, and Mixed Methods Approaches (1994)Reality is broken: why games make us better and how they can change the world (2012)Research Design: Qualitative, Quantitative, and Mixed Methods Approaches (2018)The Effect of Educational Games on Learning Outcomes, Student Motivation, Engagement and Satisfaction (2020)AI ‐driven adaptive learning for sustainable educational transformation (2024)Techniques to Identify Themes (2003)What drives a successful e-Learning? 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References

  • 2015Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning2,111 cited
  • 2019The role of gamified e-quizzes on student learning and engagement: An interactive gamification solution for a formative assessment system610 cited
  • 1956Measurement and Evaluation in Psychology and Education.576 cited
  • 2014Staying Engaged: Knowledge and Research Needs in Student Engagement420 cited
  • 2013Play As You Learn: Gamification as a Technique for Motivating Learners353 cited
  • 2019Adaptive gamification in e-learning based on students’ learning styles263 cited
  • 2013Does Involvement Really Matter? Indicators of College Student Success and Satisfaction201 cited
  • 1996Vygotsky and Schooling: Creating a Social Context for Learning181 cited
  • 2012Student Engagement in Blended Learning Environments with Lecture-Based and Problem-Based Instructional Approaches.174 cited
  • 2020ARE WE PREPARED ENOUGH? A CASE STUDY OF CHALLENGES IN ONLINE LEARNING IN A PRIVATE HIGHER LEARNING INSTITUTION DURING THE COVID-19 OUTBREAKS174 cited
  • 2019Kahoot! or Quizizz: the Students’ Perspectives138 cited
  • 2022The use and impact of game-based learning on the learning experience and knowledge retention of nursing undergraduate students: A systematic literature review129 cited
  • 2020Virtual World as a Complement to Hybrid and Mobile Learning129 cited

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  • 2022Game-based learning and students’ motivation in project management education124 cited
  • 2021Exploring a Gamified Learning Tool in the ESL Classroom: The Case of Quizizz118 cited
  • 2021When the brain comes into play: Neurofunctional correlates of emotions and reward in game-based learning70 cited
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