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A Design Science Approach To Gamify Education: From Games To Platforms
16 references·2 citing·51 second hop
A Design Science Approach To Gamify Education: From Games To Platforms (2015)A Design Science Approach To Gamify Educa…The effects of individual differences on e-learning users’ behaviour in developing countries: A structural equation model (2014)The effects of individual dif…Measuring the Moderating Effect of Gender and Age on E-Learning Acceptance in England: A Structural Equation Modeling Approach for An Extended Technology Acceptance Model (2014)Measuring the Moderating Effe…Value Creation in the Video Game Industry: Industry Economics, Consumer Benefits, and Research Opportunities (2013)Value Creation in the Video G…The Design Principles for Flow Experience in Educational Games (2012)The Design Principles for Flo…Action design research (2011)Action design researchDesign Research in Information Systems: Theory and Practice (2010)Design Research in Informatio…The fairyland of Second Life: Virtual social worlds and how to use them (2009)The fairyland of Second Life:…What Hinders Teachers in Using Computer and Video Games in the Classroom? 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(2007)Excessive Computer Game Playi…A Design Science Research Methodology for Information Systems Research (2007)A Design Science Research Met…Distinguishing addiction and high engagement in the context of online game playing (2005)Distinguishing addiction and …Empirical Research in Information Systems: The Practice of Relevance1 (1999)Empirical Research in Informa…Design and natural science research on information technology (1995)Design and natural science re…Beyond boredom and anxiety (1975)Beyond boredom and anxietyFactors Affecting User’s Satisfaction of Tourism Board Website and Its Impact on Continuous Intention to Use (2017)Factors Affecting User’s Sati…Assessing the Glass Ceiling Effect for Women in Tourism and Hospitality (2017)Assessing the Glass Ceiling E…An update on the effects of playing violent video games (2003)The Effects of Reward and Punishment in Violent Video Games on Aggressive Affect, Cognition, and Behavior (2005)Psychosocial causes and consequences of pathological gaming (2010)Cross‐sectional and longitudinal epidemiological studies of I nternet gaming disorder: A systematic review of the literature (2017)Global prevalence of digital addiction in general population: A systematic review and meta-analysis (2022)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1956)The magical number seven, plus or minus two: Some limits on our capacity for processing information. 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(2000)Problematic Use of the Mobile Phone: A Literature Review and a Pathways Model (2012)Diagnostic and Statistical Manual of Mental Disorders (2013)An international consensus for assessing internet gaming disorder using the new DSM ‐5 approach (2014)Global prevalence of gaming disorder: A systematic review and meta-analysis (2020)Chief executives define their own data needs. (1979)Design Science Research in Information Systems (2010)THE PSYCHOLOGY OF PERSONAL CONSTRUCTS (2010)Action Design Research1 (2011)Positioning and Presenting Design Science Research for Maximum Impact1 (2013)Conjectures and Refutations: The Growth of Scientific Knowledge. (1964)The Reflective Practitioner: How Professionals Think in Action (1985)The Nature of Theory in Information Systems1 (2006)A Three Cycle View of Design Science Research (2007)The Structure of Scientific Revolutions (2017)Subjective Well-Being (1984)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Handbook of Positive Psychology (2001)Design Science Research (2014)Genres of Inquiry in Design-Science Research: Justification and Evaluation of Knowledge Production1 (2015)Developing a gamified mobile application to encourage sustainable energy use in the office (2018)
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References

  • 2007A Design Science Research Methodology for Information Systems Research7,798 cited
  • 1975Beyond boredom and anxiety5,708 cited
  • 1995Design and natural science research on information technology3,833 cited
  • 2011Action design research1,214 cited
  • 1999Empirical Research in Information Systems: The Practice of Relevance11,120 cited
  • 2005Distinguishing addiction and high engagement in the context of online game playing946 cited
  • 2007Excessive Computer Game Playing: Evidence for Addiction and Aggression?616 cited
  • 2010Design Research in Information Systems: Theory and Practice548 cited
  • 2008Toward an understanding of flow in video games480 cited
  • 2009The fairyland of Second Life: Virtual social worlds and how to use them407 cited
  • 2013Value Creation in the Video Game Industry: Industry Economics, Consumer Benefits, and Research Opportunities346 cited
  • 2012The Design Principles for Flow Experience in Educational Games302 cited
  • 2014The effects of individual differences on e-learning users’ behaviour in developing countries: A structural equation model285 cited
  • 2014Measuring the Moderating Effect of Gender and Age on E-Learning Acceptance in England: A Structural Equation Modeling Approach for An Extended Technology Acceptance Model283 cited

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  • 2008Playing MMORPGs: Connections between Addiction and Identifying with a Character225 cited
  • 2008What Hinders Teachers in Using Computer and Video Games in the Classroom? Exploring Factors Inhibiting the Uptake of Computer and Video Games205 cited
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    • 2017Assessing the Glass Ceiling Effect for Women in Tourism and Hospitality25 cited
    • 2017Factors Affecting User’s Satisfaction of Tourism Board Website and Its Impact on Continuous Intention to Use8 cited