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Exploring effortless AI-generated gamified quizzes in an online special education module: evaluating question quality, student engagement, and its potential to identify at-risk students
12 references·0 citing·51 second hop
Exploring effortless AI-generated gamified quizzes in an online special education module: evaluating question quality, student engagement, and its potential to identify at-risk students (2025)Exploring effortless AI-generated gamifie…Gamification bolsters self-regulated learning, learning performance and reduces strategy decline in flipped classrooms: A longitudinal quasi-experiment (2025)Gamification bolsters self-re…Exploring the impact of the adaptive gamified assessment on learners in blended learning (2024)Exploring the impact of the a…Integrating ease of use and affordable gamification-based instruction into a remote learning environment (2023)Integrating ease of use and a…EFL learners’ motivation in a gamified formative assessment: The case of Quizizz (2023)EFL learners’ motivation in a…Comparing the effectiveness of badges and leaderboards on academic performance and motivation of students in fully versus partially gamified online physics classes (2022)Comparing the effectiveness o…Is Sustainable Online Learning Possible with Gamification?—The Effect of Gamified Online Learning on Student Learning (2021)Is Sustainable Online Learnin…Comparing success and engagement in gamified learning experiences via Kahoot and Quizizz (2019)Comparing success and engagem…Perceptions of Students for Gamification Approach: Kahoot as a Case Study (2018)Perceptions of Students for G…Conceptualizing and investigating instructor presence in online learning environments (2015)Conceptualizing and investiga…Formative assessment and self‐regulated learning: a model and seven principles of good feedback practice (2006)Formative assessment and self…First principles of instruction (2002)First principles of instructi…Enhancing teaching through constructive alignment (1996)Enhancing teaching through co…The Reflective Practitioner: How Professionals Think in Action (1985)Situated Cognition and the Culture of Learning (1989)Teaching For Quality Learning At University (1999)Inductive Teaching and Learning Methods: Definitions, Comparisons, and Research Bases (2006)The Concept of Mind (2006)Reflection, turning experience into learning (1985)Multimedia Learning (2002)Cognitive Load Theory and Complex Learning: Recent Developments and Future Directions (2005)Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching (2006)Eight Ways to Promote Generative Learning (2015)Flipped classroom improves student learning in health professions education: a meta-analysis (2018)Formative assessment and the design of instructional systems (1989)Assessment and Classroom Learning (1998)Self-theories: Their Role in Motivation, Personality, and Development (1999)Online formative assessment in higher education: A review of the literature (2011)Rethinking models of feedback for learning: the challenge of design (2012)Handbook of Self-Regulation of Learning and Performance (2017)Case Study Research: Design and Methods (1984)Qualitative Data Analysis: A Methods Sourcebook (1988)Case Study Research: Design and Methods (1991)Social presence in relation to students' satisfaction and learning in the online environment: A meta-analysis (2017)Student perception of helpfulness of facilitation strategies that enhance instructor presence, connectedness, engagement and learning in online courses (2018)Higher Education in Times of COVID-19: University Students’ Basic Need Satisfaction, Self-Regulated Learning, and Well-Being (2021)Motivation in Education: Theory, Research, and Applications (1995)From game design elements to gamefulness (2011)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)The role of gamified e-quizzes on student learning and engagement: An interactive gamification solution for a formative assessment system (2019)The effect of using Kahoot! for learning – A literature review (2020)Qualitative Research for Education: An Introduction to Theory and Methods (1997)Qualitative research: Methods in the social sciences (2006)Designing and Conducting Mixed Methods Research (2007)The impact of gamification on learning and instruction: A systematic review of empirical evidence (2020)Principles and Practice of Structural Equation Modeling (1998)Science motivation questionnaire II: Validation with science majors and nonscience majors (2011)Differences in Learning Motivation among Bartle’s Player Types and Measures for the Delivery of Sustainable Gameful Experiences (2021)Gamification in Science Education. A Systematic Review of the Literature (2021)Flipped Classroom and Gamification Approach: Its Impact on Performance and Academic Commitment on Sustainable Learning in Education (2022)Gamification for sustainable consumption: A state‐of‐the‐art overview and future agenda (2024)A Theory of Social Comparison Processes (1954)Building a practically useful theory of goal setting and task motivation: A 35-year odyssey. (2002)The Power of Feedback (2007)Motivation and Engagement of Final-Year Students When Using E-learning: A Qualitative Study of Gamification in Pandemic Situation (2022)Rethinking Gamification Through Artificial Intelligence (2023)Exploring the effects of personalized recommendations on student’s motivation and learning achievement in gamified mobile learning framework (2024)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Self-Determination Theory: Basic Psychological Needs in Motivation, Development, and Wellness (2017)The synergy of immersion and basic psychological needs satisfaction: Exploring gamification's impact on student engagement and learning outcomes (2024)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Language Assessment: Principles and Classroom Practices (2003)Self-Determination Theory (2012)The role and scope of gamification in education: A scientometric literature review (2025)
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References

  • 2006Formative assessment and self‐regulated learning: a model and seven principles of good feedback practice7,049 cited
  • 1996Enhancing teaching through constructive alignment4,827 cited
  • 2002First principles of instruction2,323 cited
  • 2018Perceptions of Students for Gamification Approach: Kahoot as a Case Study545 cited
  • 2019Comparing success and engagement in gamified learning experiences via Kahoot and Quizizz516 cited
  • 2015Conceptualizing and investigating instructor presence in online learning environments217 cited
  • 2021Is Sustainable Online Learning Possible with Gamification?—The Effect of Gamified Online Learning on Student Learning94 cited
  • 2022Comparing the effectiveness of badges and leaderboards on academic performance and motivation of students in fully versus partially gamified online physics classes74 cited
  • 2023EFL learners’ motivation in a gamified formative assessment: The case of Quizizz56 cited
  • 2024Exploring the impact of the adaptive gamified assessment on learners in blended learning46 cited
  • 2023Integrating ease of use and affordable gamification-based instruction into a remote learning environment32 cited
  • 2025Gamification bolsters self-regulated learning, learning performance and reduces strategy decline in flipped classrooms: A longitudinal quasi-experiment25 cited

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