-
1
-
-
84875433246
-
Are badges useful in education? It depends upon the type of badge and expertise of learner
-
Abramovich, S., Schunn, C., & Higashi, R. (2013). Are badges useful in education? It depends upon the type of badge and expertise of learner. Educational Technology Research and Development, 61, 217-232.
-
(2013)
Educational Technology Research and Development
, vol.61
, pp. 217-232
-
-
Abramovich, S.1
Schunn, C.2
Higashi, R.3
-
2
-
-
84902124380
-
Enhancing software engineering student team engagement in a high-intensity extreme programming course using gamification
-
In A. Bollin, E. Hochmüller, R. Mittermeir, T. Cowling, & R. LeBlanc (Eds.), Klagenfurt, Austria: IEEE
-
Akpolat, B. S., & Slany, W. (2014). Enhancing software engineering student team engagement in a high-intensity extreme programming course using gamification. In A. Bollin, E. Hochmüller, R. Mittermeir, T. Cowling, & R. LeBlanc (Eds.), Proceedings of 27th IEEE Conference on Software Engineering Education and Training (pp. 149-153). Klagenfurt, Austria: IEEE.
-
(2014)
Proceedings of 27th IEEE Conference on Software Engineering Education and Training
, pp. 149-153
-
-
Akpolat, B.S.1
Slany, W.2
-
3
-
-
84908216003
-
Engaging with massive online courses
-
In C. W. Chung, A. Broder, K. Shim, & T. Suel (Eds.), Seoul, Korea: ACM
-
Anderson, A., Huttenlocher, D., Kleinberg, J., & Leskovec, J. (2014). Engaging with massive online courses. In C. W. Chung, A. Broder, K. Shim, & T. Suel (Eds.), Proceedings of 23rd International Conference on World Wide Web (WWW'14) (pp. 687-698). Seoul, Korea: ACM.
-
(2014)
Proceedings of 23rd International Conference on World Wide Web (WWW'14)
, pp. 687-698
-
-
Anderson, A.1
Huttenlocher, D.2
Kleinberg, J.3
Leskovec, J.4
-
4
-
-
84905449709
-
Improving participation and learning with gamification
-
In L. Nacke, K. Harrigan, & N. Randall (Eds.), Stratford, Canada: ACM
-
Barata, G., Gama, S., Jorge, J., & Gonçalves, D. (2013). Improving participation and learning with gamification. In L. Nacke, K. Harrigan, & N. Randall (Eds.), Proceedings of International Conference on Gameful Design, Research, and Applications (pp. 10-17). Stratford, Canada: ACM.
-
(2013)
Proceedings of International Conference on Gameful Design, Research, and Applications
, pp. 10-17
-
-
Barata, G.1
Gama, S.2
Jorge, J.3
Gonçalves, D.4
-
5
-
-
84903470488
-
Engaging students with a mobile game-based learning system in university education
-
O. Kaynak, M. E. Auer, & M. Llamas (Eds.), Istanbul, Turkey
-
Bartel, A., & Hagel, G. (2014). Engaging students with a mobile game-based learning system in university education. In O. Kaynak, M. E. Auer, & M. Llamas (Eds.), Proceedings of IEEE Global Engineering Education Conference (pp. 957-960). Istanbul, Turkey. doi:10.1109/EDUCON.2014.6826129
-
(2014)
Proceedings of IEEE Global Engineering Education Conference
, pp. 957-960
-
-
Bartel, A.1
Hagel, G.2
-
6
-
-
84898665874
-
Gamification of a software engineering course and a detailed analysis of the factors that led to its failure
-
M. E. Auer & D. Guralnick (Eds.)
-
Berkling, K., & Thomas, C. (2013). Gamification of a software engineering course and a detailed analysis of the factors that led to its failure. In M. E. Auer & D. Guralnick (Eds.), Proceedings of International Conference on Interactive Collaborative Learning (pp. 525-530). doi:10.1109/ICL.2013.6644642
-
(2013)
Proceedings of International Conference on Interactive Collaborative Learning
, pp. 525-530
-
-
Berkling, K.1
Thomas, C.2
-
7
-
-
84881018545
-
Gamification as a tool for increasing the depth of student understanding using a collaborative e-learning environment
-
Betts, B., Bal, J., & Betts, A. (2013). Gamification as a tool for increasing the depth of student understanding using a collaborative e-learning environment. International Journal of Continuing Engineering Education and Life-Long Learning, 23(3), 213-228.
-
(2013)
International Journal of Continuing Engineering Education and Life-Long Learning
, vol.23
, Issue.3
, pp. 213-228
-
-
Betts, B.1
Bal, J.2
Betts, A.3
-
8
-
-
0001996248
-
Adaptive and intelligent technologies for web-based education. Special Issue on Intelligent Systems and Teleteaching
-
Brusilovsky, P. (1999). Adaptive and intelligent technologies for web-based education. Special Issue on Intelligent Systems and Teleteaching, Künstliche Intelligenz, 13(4), 19-25.
-
(1999)
Künstliche Intelligenz
, vol.13
, Issue.4
, pp. 19-25
-
-
Brusilovsky, P.1
-
9
-
-
0037899573
-
Course sequencing techniques for large-scale web-based education
-
Brusilovsky, P., & Vassileva, J. (2003). Course sequencing techniques for large-scale web-based education. Internatioanl Journal of Continuing Engineering Education and Lifelong Learning, 13(1), 75-94.
-
(2003)
Internatioanl Journal of Continuing Engineering Education and Lifelong Learning
, vol.13
, Issue.1
, pp. 75-94
-
-
Brusilovsky, P.1
Vassileva, J.2
-
10
-
-
84884320485
-
Improving student attitudes toward the capstone laboratory course using gamification
-
Atlanta, GA: ASEE
-
Burkey, D. D., Anastasio, M. D. D., & Suresh, A. (2013). Improving student attitudes toward the capstone laboratory course using gamification. Proceedings of 2013 Annual Conference and Exposition of the American Society for Engineering Education, (pp. 3950-3968). Atlanta, GA: ASEE.
-
(2013)
Proceedings of 2013 Annual Conference and Exposition of the American Society for Engineering Education
, pp. 3950-3968
-
-
Burkey, D.D.1
Anastasio, M.D.D.2
Suresh, A.3
-
11
-
-
84893696439
-
The effects of gamification on student attendance and team performance in a third-year undergraduate game production module
-
P. Escudeiro & C.V. de Carvalho (Eds.), Porto, Portugal: Academic Conferences and Publishing International LTD
-
Caton, H., & Greenhill, D. (2013). The effects of gamification on student attendance and team performance in a third-year undergraduate game production module. In P. Escudeiro & C.V. de Carvalho (Eds.), Proceedings of 7th European Conference on Games-Based Learning (pp. 88-96). Porto, Portugal: Academic Conferences and Publishing International LTD
-
(2013)
Proceedings of 7th European Conference on Games-Based Learning
, pp. 88-96
-
-
Caton, H.1
Greenhill, D.2
-
12
-
-
84913569057
-
Key attributes of engagement in a gamified learning environment
-
H. Carter & J. Hedberg (Eds.), Sydney, Australia: ASCILITE
-
de Byl, P., & Hooper, J. (2013). Key attributes of engagement in a gamified learning environment. In H. Carter & J. Hedberg (Eds.), Proceedings of 30th Conference of Australasian Society for Computers in Learning in Tertiary Education (ASCILITE) (pp. 221-229). Sydney, Australia: ASCILITE
-
(2013)
Proceedings of 30th Conference of Australasian Society for Computers in Learning in Tertiary Education (ASCILITE)
, pp. 221-229
-
-
de Byl, P.1
Hooper, J.2
-
13
-
-
84964569444
-
Gradequest: Evaluating the impact of using game design techniques in an undergraduate course
-
T. Barnes, & I. Bogost (Eds.), Fort Lauderdale, FL. Retrieved June 10, 2014, from
-
De Schutter, B., & Abeele, V. (2014). Gradequest: Evaluating the impact of using game design techniques in an undergraduate course. In T. Barnes, & I. Bogost (Eds.), Foundations of Digital Games (FDG 2014). Fort Lauderdale, FL. Retrieved June 10, 2014, from http://www.fdg2014.org/papers/fdg2014_paper_07.pdf
-
(2014)
Foundations of Digital Games (FDG 2014)
-
-
De Schutter, B.1
Abeele, V.2
-
15
-
-
84896780513
-
An empirical study comparing gamification and social networking on e-learning
-
June
-
de-Marcos, L., Domínguez, A., Saenz-de-Navarrete, J., & Pagés, C. (June 2014). An empirical study comparing gamification and social networking on e-learning. Computers & Education, 75, 82-91.
-
(2014)
Computers & Education
, vol.75
, pp. 82-91
-
-
de-Marcos, L.1
Domínguez, A.2
Saenz-de-Navarrete, J.3
Pagés, C.4
-
16
-
-
84877936824
-
The effect of virtual achievements on student engagement
-
W. E. Mackay, P. Baudisch, & M. Beaudouin-Lafon (Eds.)
-
Denny, P. (2013). The effect of virtual achievements on student engagement. In W. E. Mackay, P. Baudisch, & M. Beaudouin-Lafon (Eds.), Proceedings of Conference on Human Factors in Computing Systems (CHI 2013) (pp. 763-772). doi: 10.1145/2470654.2470763
-
(2013)
Proceedings of Conference on Human Factors in Computing Systems (CHI 2013)
, pp. 763-772
-
-
Denny, P.1
-
17
-
-
84884572938
-
Gameful design for learning
-
Retrieved March 1, from
-
Deterding, S. (2013). Gameful design for learning. T+D, 67(7), 60-63. Retrieved March 1, 2014 from https://www.td.org/Publications/Magazines/TD/TD-Archive/2013/07/Gameful-Design-for-Learning.
-
(2013)
T+D
, vol.67
, Issue.7
, pp. 60-63
-
-
Deterding, S.1
-
18
-
-
84860665893
-
From game design elements to gamefulness: Defining "gamification."
-
A. Lugmayr, H. Franssila, C. Safran, & I. Hammouda (Eds.)
-
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining "gamification." In A. Lugmayr, H. Franssila, C. Safran, & I. Hammouda (Eds.), MindTrek 2011 (pp. 9-15). doi: 10.1145/2181037.2181040
-
(2011)
MindTrek 2011
, pp. 9-15
-
-
Deterding, S.1
Dixon, D.2
Khaled, R.3
Nacke, L.4
-
19
-
-
84873847147
-
Gamifying learning experiences: Practical implications and outcomes
-
Domínguez, A., Saenz-de-Navarrete, J., de-Marcos, L., Fernández-Sanz, L., Pagés, C., & Martínez-Herráiz, J. J. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers & Education, 63, 380-392.
-
(2013)
Computers & Education
, vol.63
, pp. 380-392
-
-
Domínguez, A.1
Saenz-de-Navarrete, J.2
de-Marcos, L.3
Fernández-Sanz, L.4
Pagés, C.5
Martínez-Herráiz, J.J.6
-
20
-
-
84938127594
-
Gartner's 2013 Hype Cycle for Emerging Technologies Maps Out Evolving Relationship Between Humans and Machines
-
August 19, Retrieved June 1, from
-
Gartner. (2013, August 19). Gartner's 2013 Hype Cycle for Emerging Technologies Maps Out Evolving Relationship Between Humans and Machines. Gartner. Retrieved June 1, 2014, from http://www.gartner.com/newsroom/id/2575515
-
(2013)
Gartner
-
-
Gartner1
-
21
-
-
84938054108
-
Gamification in a social learning environment
-
Giannetto, D., Chao, J., & Fontana, A. (2013). Gamification in a social learning environment. Informing Science and Information Technology, 10, 195-207.
-
(2013)
Informing Science and Information Technology
, vol.10
, pp. 195-207
-
-
Giannetto, D.1
Chao, J.2
Fontana, A.3
-
23
-
-
84875282565
-
Gamification and web-based homework
-
Goehle, G. (2013). Gamification and web-based homework. Primus, 23(3), 234-246.
-
(2013)
Primus
, vol.23
, Issue.3
, pp. 234-246
-
-
Goehle, G.1
-
24
-
-
84888623348
-
Maximising gain for minimal pain: Utilising natural game mechanics
-
Gordon, N., Brayshaw, M., & Grey, S. (2013). Maximising gain for minimal pain: Utilising natural game mechanics. Innovations in Teaching & Learning in Information and Computer Sciences, 12(1), 27-38.
-
(2013)
Innovations in Teaching & Learning in Information and Computer Sciences
, vol.12
, Issue.1
, pp. 27-38
-
-
Gordon, N.1
Brayshaw, M.2
Grey, S.3
-
25
-
-
84899752672
-
How (not) to introduce badges to online exercises
-
In J. Dougherty, & K. Nagel (Ed.), Atlanta, GA: ACM
-
Haaranen, L., Ihantola, P., Hakulinen, L., & Korhonen, A. (2014). How (not) to introduce badges to online exercises. In J. Dougherty, & K. Nagel (Ed.), Special Interest Group on Computer Science Education 2014 (pp. 33-38). Atlanta, GA: ACM.
-
(2014)
Special Interest Group on Computer Science Education 2014
, pp. 33-38
-
-
Haaranen, L.1
Ihantola, P.2
Hakulinen, L.3
Korhonen, A.4
-
27
-
-
84902291971
-
Does gamification work? A literature review of empirical studies on gamification
-
R. Sprague et al. (Eds.)
-
Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? A literature review of empirical studies on gamification. In R. Sprague et al. (Eds.), Proceedings of 47th Hawaii International Conference on System Sciences (pp. 3025-3034). doi:10.1109/HICSS.2014.649
-
(2014)
Proceedings of 47th Hawaii International Conference on System Sciences
, pp. 3025-3034
-
-
Hamari, J.1
Koivisto, J.2
Sarsa, H.3
-
28
-
-
84899759460
-
Teaching creative problem solving in a MOOC
-
In J. Dougherty, & K. Nagel (Eds.), Atlanta, GA: ACM
-
Hentenryck, P. V., & Coffrin, C. (2014). Teaching creative problem solving in a MOOC. In J. Dougherty, & K. Nagel (Eds.), Special Interest Group on Computer Science Education 2014 (pp. 677-682). Atlanta, GA: ACM.
-
(2014)
Special Interest Group on Computer Science Education 2014
, pp. 677-682
-
-
Hentenryck, P.V.1
Coffrin, C.2
-
29
-
-
84876472607
-
GradeCraft: what can we learn from a game-inspired learning management system?
-
In D. Suthers, & K. Verbert (Eds.), Leuven, Belgium: ACM
-
Holman, C., Aguilar, S., & Fishman, B. (2013). GradeCraft: what can we learn from a game-inspired learning management system?. In D. Suthers, & K. Verbert (Eds.), Proceedings of Third International Conference on Learning Analytics and Knowledge (pp. 260-264). Leuven, Belgium: ACM.
-
(2013)
Proceedings of Third International Conference on Learning Analytics and Knowledge
, pp. 260-264
-
-
Holman, C.1
Aguilar, S.2
Fishman, B.3
-
30
-
-
84899738636
-
An experience report on using gamification in technical higher education
-
J. Dougherty, & K. Nagel (Eds.)
-
Iosup, A., & Epema, D. (2014). An experience report on using gamification in technical higher education. In J. Dougherty, & K. Nagel (Eds.), Special Interest Group on Computer Science Education 2014 (pp. 27-32). doi: 10.1145/2538862.2538899
-
(2014)
Special Interest Group on Computer Science Education 2014
, pp. 27-32
-
-
Iosup, A.1
Epema, D.2
-
31
-
-
84862892253
-
Games, gamification, and the quest for learner engagement
-
Retrieved March 1, from
-
Kapp, K. (2012a). Games, gamification, and the quest for learner engagement. T+D, 66(6), 64-68. Retrieved March 1, 2014 from https://www.td.org/Publications/Magazines/TD/TD-Archive/2012/06/Games-Gamification-and-the-Quest-for-Learner-Engagement.
-
(2012)
T+D
, vol.66
, Issue.6
, pp. 64-68
-
-
Kapp, K.1
-
33
-
-
84864479117
-
Casual social games as serious games: The psychology of gamification in undergraduate education and employee training
-
In M. Oikonomou, & L. C. Jain (Eds.), Surrey, UK: Springer
-
Landers, R., & Callan, R. (2011). Casual social games as serious games: The psychology of gamification in undergraduate education and employee training. In M. Oikonomou, & L. C. Jain (Eds.), Serious games and edutainment applications (pp. 399-424). Surrey, UK: Springer.
-
(2011)
Serious games and edutainment applications
, pp. 399-424
-
-
Landers, R.1
Callan, R.2
-
34
-
-
84869026652
-
Gamification in education: What, how, why bother?
-
Lee, J., & Hammer, J. (2011). Gamification in education: What, how, why bother? Academic Exchange Quarterly, 15(2), 146.
-
(2011)
Academic Exchange Quarterly
, vol.15
, Issue.2
, pp. 146
-
-
Lee, J.1
Hammer, J.2
-
35
-
-
84859300795
-
Intrinsic and extrinsic motivation: Evaluating benefits and drawbacks from college instructors' perspectives
-
Lei, S. A. (2010). Intrinsic and extrinsic motivation: Evaluating benefits and drawbacks from college instructors' perspectives. Journal of Instructional Psychology, 37(2), 153-160.
-
(2010)
Journal of Instructional Psychology
, vol.37
, Issue.2
, pp. 153-160
-
-
Lei, S.A.1
-
37
-
-
84900405891
-
CADament: A gamified multiplayer software tutorial system
-
M. Jones, P. Palanque, A. Schmidt, & T. Grossman (Eds.), Toronto, Canada: ACM
-
Li, W., Grossman, T., & Fitzmaurice, G. (2014). CADament: A gamified multiplayer software tutorial system. In M. Jones, P. Palanque, A. Schmidt, & T. Grossman (Eds.), Proceedings of Conference on Human Factors in Computing Systems of the ACM Special Interest Group on Computer-Human Interaction (pp. 3369-3378). Toronto, Canada: ACM.
-
(2014)
Proceedings of Conference on Human Factors in Computing Systems of the ACM Special Interest Group on Computer-Human Interaction
, pp. 3369-3378
-
-
Li, W.1
Grossman, T.2
Fitzmaurice, G.3
-
38
-
-
84938060251
-
The gamification of college lectures at the University of Michigan
-
Retrieved June 1, from
-
Mak, H. W. (2013). The gamification of college lectures at the University of Michigan. Retrieved June 1, 2014, from http://www.gamification.co/2013/02/08/the-gamification-of-college-lectures-at-the-university-of-michigan/
-
(2013)
-
-
Mak, H.W.1
-
39
-
-
84893660315
-
Motivation and manipulation: A gamification approach to influencing undergraduate attitudes in computing
-
In P. Escudeiro, & C. de Carvalho (Eds.), Porto, Portugal: ACPI
-
Mitchell, N., Danino, N., & May, L. (2013). Motivation and manipulation: A gamification approach to influencing undergraduate attitudes in computing. In P. Escudeiro, & C. de Carvalho (Eds.), Proceedings of European Conference on Game-Based Learning (pp. 394-400). Porto, Portugal: ACPI.
-
(2013)
Proceedings of European Conference on Game-Based Learning
, pp. 394-400
-
-
Mitchell, N.1
Danino, N.2
May, L.3
-
40
-
-
84899755268
-
Khan academy gamifies computer science
-
In J. D. Dougherty, & K. Nagel (Eds.), Atlanta, GA: ACM
-
Morrison, B. B., & DiSalvo, B. (2014). Khan academy gamifies computer science. In J. D. Dougherty, & K. Nagel (Eds.), Special Interest Group on Computer Science Education (SIGCSE '14) (pp. 39-44). Atlanta, GA: ACM.
-
(2014)
Special Interest Group on Computer Science Education (SIGCSE '14)
, pp. 39-44
-
-
Morrison, B.B.1
DiSalvo, B.2
-
41
-
-
84903729964
-
Gamification of education: A review of literature
-
In F. H. H. Nah (Ed.), Crete, Greece: LNCS Springer
-
Nah, F. F. H., Zeng, Q., Telaprolu, V. R., Ayyappa, A. P., & Eschenbrenner, B. (2014). Gamification of education: A review of literature. In F. H. H. Nah (Ed.), Proceedings of 1st International Conference on Human-Computer Interaction in Business (pp. 401-409). Crete, Greece: LNCS Springer.
-
(2014)
Proceedings of 1st International Conference on Human-Computer Interaction in Business
, pp. 401-409
-
-
Nah, F.F.H.1
Zeng, Q.2
Telaprolu, V.R.3
Ayyappa, A.P.4
Eschenbrenner, B.5
-
43
-
-
84904480338
-
Motivational active learning: Engaging university students in computer science education
-
In A. Cajander et al. (Ed.), Uppsala, Sweden: ACM
-
Pirker, J., Riffnaller-Schiefer, M., & Gütl, C. (2014). Motivational active learning: Engaging university students in computer science education. In A. Cajander et al. (Ed.), Proceedings of 19th Annual Conference on Innovation and Technology in Computer Science Education (ITiCSE '14) (pp. 297-302). Uppsala, Sweden: ACM.
-
(2014)
Proceedings of 19th Annual Conference on Innovation and Technology in Computer Science Education (ITiCSE '14)
, pp. 297-302
-
-
Pirker, J.1
Riffnaller-Schiefer, M.2
Gütl, C.3
-
44
-
-
84863199750
-
A Social gamification framework for a K-6 learning platform
-
Simões, J., Redondo, R. D., & Vilas, A. F. (2013). A Social gamification framework for a K-6 learning platform. Computers in Human Behavior, 29(2), 345-353.
-
(2013)
Computers in Human Behavior
, vol.29
, Issue.2
, pp. 345-353
-
-
Simões, J.1
Redondo, R.D.2
Vilas, A.F.3
-
47
-
-
84858698895
-
Motivating participation in social computing applications: a user modeling perspective
-
Vassileva, J. (2012). Motivating participation in social computing applications: a user modeling perspective. User Modeling and User-Adapted Interaction, 22(1-2), 177-201.
-
(2012)
User Modeling and User-Adapted Interaction
, vol.22
, Issue.1-2
, pp. 177-201
-
-
Vassileva, J.1
-
49
-
-
84938081488
-
-
November/December
-
Werbach, K., & Johnson, S. (2012, November/December). Gamifying the classroom. BizEd, 11(6), 52-53.
-
(2012)
BizEd
, vol.11
, Issue.6
, pp. 52-53
-
-
Werbach, K.1
Johnson, S.2
-
50
-
-
84938127596
-
WordPress Achievements
-
December 15, Retrieved from
-
WordPress Achievements. (2013, December 15). Retrieved from http://wordpress.org/plugins/achievements/
-
(2013)
-
-
-
51
-
-
84870653955
-
Literature review on web application gamification and analytics. (CSDL Technical Report 11-05)
-
University of Hawaii, Mānoa Honolulu, HI. Retrieved February 1, from
-
Xu, Y. (2012). Literature review on web application gamification and analytics. (CSDL Technical Report 11-05). University of Hawaii, Mānoa Honolulu, HI. Retrieved February 1, 2014, from http://csdl.ics.hawaii.edu/techreports/11-05/11-05.pdf
-
(2012)
-
-
Xu, Y.1
|