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Gamification and English Learning: Innovative Strategies to Motivate Students in the Classroom
16 references·0 citing·39 second hopsampled
Gamification and English Learning: Innovative Strategies to Motivate Students in the Classroom (2025)Gamification and English Learning: Innova…The effect of using Kahoot! for learning – A literature review (2020)The effect of using Kahoot! f…The Gamification of Learning: a Meta-analysis (2019)The Gamification of Learning:…Designing and Conducting Mixed Methods Research, 3rd ed. (2018)Designing and Conducting Mixe…Foundations of Game-Based Learning (2015)Foundations of Game-Based Lea…Gamify: How Gamification Motivates People to Do Extraordinary Things (2014)Gamify: How Gamification Moti…Gamification in theory and action: A survey (2014)Gamification in theory and ac…Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does Gamification Work? -- A …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…A RECIPE for Meaningful Gamification (2014)A RECIPE for Meaningful Gamif…Gamifying learning experiences: Practical implications and outcomes (2013)Gamifying learning experience…Using thematic analysis in psychology (2006)Using thematic analysis in ps…The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)The Motivational Pull of Vide…What video games have to teach us about learning and literacy (2003)What video games have to teac…Multimedia Learning (2002)Multimedia LearningThe "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)The "What" and "Why" of Goal …Qualitative evaluation and research methods (1990)Qualitative Data Analysis: An Expanded Sourcebook (1994)Basics of qualitative research : techniques and procedures for developing grounded theory (1998)Older Adults' Reasons for Using Technology while Aging in Place (2015)Thematic Analysis (2017)Reflecting on reflexive thematic analysis (2019)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)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Gamification. using game-design elements in non-gaming contexts (2011)The benefits of playing video games. (2013)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-Efficacy: The Exercise of Control (1999)On Happiness and Human Potentials: A Review of Research on Hedonic and Eudaimonic Well-Being (2001)Self‐determination theory and work motivation (2005)Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions (2020)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)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)Cognitive Load Theory and the Format of Instruction (1991)Working Memory (1992)Cognitive principles of multimedia learning: The role of modality and contiguity. (1999)First principles of instruction (2002)Nine Ways to Reduce Cognitive Load in Multimedia Learning (2003)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)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)Situated Cognition and the Culture of Learning (1989)A Pedagogy of Multiliteracies: Designing Social Futures (1996)
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References

  • 2006Using thematic analysis in psychology237,789 cited
  • 2000The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior40,930 cited
  • 2002Multimedia Learning8,619 cited
  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification6,655 cited
  • 2003What video games have to teach us about learning and literacy6,165 cited
  • 2006The Motivational Pull of Video Games: A Self-Determination Theory Approach3,386 cited
  • 2014Gamification in theory and action: A survey2,989 cited
  • 2019The Gamification of Learning: a Meta-analysis2,587 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
  • 2018Designing and Conducting Mixed Methods Research, 3rd ed.2,026 cited
  • 2020The effect of using Kahoot! for learning – A literature review1,384 cited
  • 2014Developing a Theory of Gamified Learning1,223 cited
  • 2014A RECIPE for Meaningful Gamification

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816 cited
  • 2014Gamify: How Gamification Motivates People to Do Extraordinary Things366 cited
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