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A review of empirical research on game-based digital citizenship education
16 references·0 citing·51 second hopsampled
A review of empirical research on game-based digital citizenship education (2025)A review of empirical research on game-ba…The interactivity of video and collaboration for learning achievement, intrinsic motivation, cognitive load, and behavior patterns in a digital game-based learning environment (2019)The interactivity of video an…Exploring PubMed as a reliable resource for scholarly communications services (2019)Exploring PubMed as a reliabl…Digital game-based L2 learning outcomes for primary through high-school students: A systematic literature review (2019)Digital game-based L2 learnin…Google Scholar to overshadow them all? Comparing the sizes of 12 academic search engines and bibliographic databases (2018)Google Scholar to overshadow …Development of Youth Digital Citizenship Scale and Implication for Educational Setting. (2018)Development of Youth Digital …The Rise of Motivational Information Systems: A Review of Gamification Research (2017)The Rise of Motivational Info…Investigating the influence of the most commonly used external variables of TAM on students’ Perceived Ease of Use (PEOU) and Perceived Usefulness (PU) of e-portfolios (2016)Investigating the influence o…How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)How gamification motivates: A…Evaluar el bullying y el cyberbullying validación española del EBIP-Q y del ECIP-Q (2016)Evaluar el bullying y el cybe…A Concept Analysis of Digital Citizenship for Democratic Citizenship Education in the Internet Age (2016)A Concept Analysis of Digital…Gamification in Education: A Systematic Mapping Study (2015)Gamification in Education: A …Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does Gamification Work? -- A …A methodological review of resilience measurement scales (2011)A methodological review of re…Assessing the intention to use technology among pre-service teachers in Singapore and Malaysia: A multigroup invariance analysis of the Technology Acceptance Model (TAM) (2009)Assessing the intention to us…The effects of computer games on primary school students’ achievement and motivation in geography learning (2008)The effects of computer games…Changing Citizenship in the Digital Age (2007)Changing Citizenship in the D…The theory of planned behavior (1991)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. 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References

  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification6,655 cited
  • 2016How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction2,602 cited
  • 2011A methodological review of resilience measurement scales2,327 cited
  • 2017The Rise of Motivational Information Systems: A Review of Gamification Research2,229 cited
  • 2015Gamification in Education: A Systematic Mapping Study1,551 cited
  • 2018Google Scholar to overshadow them all? Comparing the sizes of 12 academic search engines and bibliographic databases810 cited
  • 2016Investigating the influence of the most commonly used external variables of TAM on students’ Perceived Ease of Use (PEOU) and Perceived Usefulness (PU) of e-portfolios734 cited
  • 2008The effects of computer games on primary school students’ achievement and motivation in geography learning634 cited
  • 2007Changing Citizenship in the Digital Age529 cited
  • 2016A Concept Analysis of Digital Citizenship for Democratic Citizenship Education in the Internet Age517 cited
  • 2009Assessing the intention to use technology among pre-service teachers in Singapore and Malaysia: A multigroup invariance analysis of the Technology Acceptance Model (TAM)408 cited
  • 2016Evaluar el bullying y el cyberbullying validación española del EBIP-Q y del ECIP-Q316 cited
  • 2019Digital game-based L2 learning outcomes for primary through high-school students: A systematic literature review

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250 cited
  • 2019The interactivity of video and collaboration for learning achievement, intrinsic motivation, cognitive load, and behavior patterns in a digital game-based learning environment224 cited
  • 2019Exploring PubMed as a reliable resource for scholarly communications services186 cited
  • 2018Development of Youth Digital Citizenship Scale and Implication for Educational Setting.156 cited
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