-
1
-
-
84896780513
-
An empirical study comparing gamification and social networking on e-learning
-
de-Marcos, L., Domínguez, A., Saenz-de-Navarrete, J., Pagés, C., An empirical study comparing gamification and social networking on e-learning. Computers & Education 75 (2014), 82–91, 10.1016/j.compedu.2014.01.012.
-
(2014)
Computers & Education
, vol.75
, pp. 82-91
-
-
de-Marcos, L.1
Domínguez, A.2
Saenz-de-Navarrete, J.3
Pagés, C.4
-
2
-
-
84875433246
-
Are badges useful in education?: it depends upon the type of badge and expertise of learner
-
Abramovich, S., Schunn, C., Higashi, R.M., Are badges useful in education?: it depends upon the type of badge and expertise of learner. Educational Technology Research and Development, 217(2), 2013, 10.1007/s11423-013-9289-2.
-
(2013)
Educational Technology Research and Development
, vol.217
, Issue.2
-
-
Abramovich, S.1
Schunn, C.2
Higashi, R.M.3
-
3
-
-
84952838180
-
Design and evaluation of a gamified system for ERP training
-
Alcivar, I., Abad, A.G., Design and evaluation of a gamified system for ERP training. Computers in Human Behavior 58 (2016), 109–118, 10.1016/j.chb.2015.12.018.
-
(2016)
Computers in Human Behavior
, vol.58
, pp. 109-118
-
-
Alcivar, I.1
Abad, A.G.2
-
4
-
-
79954456430
-
Three generations of distance education pedagogy
-
Anderson, T., Dron, J., Three generations of distance education pedagogy. The International Review of Research in Open and Distributed Learning 12:3 (2011), 80–97.
-
(2011)
The International Review of Research in Open and Distributed Learning
, vol.12
, Issue.3
, pp. 80-97
-
-
Anderson, T.1
Dron, J.2
-
5
-
-
85026851586
-
An evaluation of gamified Training: Using narrative to improve reactions and learning
-
Armstrong, M.B., Landers, R.N., An evaluation of gamified Training: Using narrative to improve reactions and learning. Simulation & Gaming 48:4 (2017), 513–538, 10.1177/1046878117703749.
-
(2017)
Simulation & Gaming
, vol.48
, Issue.4
, pp. 513-538
-
-
Armstrong, M.B.1
Landers, R.N.2
-
6
-
-
84889077476
-
Engaging engineering students with gamification
-
IEEE
-
Barata, G., Gama, S., Jorge, J., Gonçalves, D., Engaging engineering students with gamification. Games and virtual worlds for serious applications (VS-GAMES), 2013 5th international conference on, 2013, IEEE, 1–8.
-
(2013)
Games and virtual worlds for serious applications (VS-GAMES), 2013 5th international conference on
, pp. 1-8
-
-
Barata, G.1
Gama, S.2
Jorge, J.3
Gonçalves, D.4
-
7
-
-
33750953344
-
Hearts, clubs, diamonds, spades: Players who suit muds
-
Accessed July 15, 2016 from
-
Bartle, R., Hearts, clubs, diamonds, spades: Players who suit muds. 1996 Accessed July 15, 2016 from http://mud.co.uk/richard/hcds.htm.
-
(1996)
-
-
Bartle, R.1
-
8
-
-
84991109367
-
Applying basic gamification techniques to IT compliance training: Evidence from the lab and field
-
Baxter, R.J., Holderness, D.K. Jr., Wood, D.A., Applying basic gamification techniques to IT compliance training: Evidence from the lab and field. Journal of Information Systems 30:3 (2015), 119–133, 10.2308/isys-51341.
-
(2015)
Journal of Information Systems
, vol.30
, Issue.3
, pp. 119-133
-
-
Baxter, R.J.1
Holderness, D.K.2
Wood, D.A.3
-
9
-
-
85029219296
-
Introduction to gamification
-
Accessed July 15, 2016 from
-
Boer, P., Introduction to gamification. 2013 Accessed July 15, 2016 from http://www.pietvandenboer.nl/wp-content/uploads/2013/07/Whitepaper-Introductie-in-Gamification.pdf.
-
(2013)
-
-
Boer, P.1
-
10
-
-
84871083970
-
Gamification is bullshit [Blog post]
-
Accessed July 15, 2016 from
-
Bogost, I., Gamification is bullshit [Blog post]. 2011 Accessed July 15, 2016 from http://bogost.com/writing/blog/gamification_is_bullshit.
-
(2011)
-
-
Bogost, I.1
-
11
-
-
84906748469
-
Gamification beyond badges
-
Botra, A., Rerselman, M., Ford, M., Gamification beyond badges. In IST-Africa conference proceedings. Paper presented at IEEE, 2014, May, 1–10.
-
(2014)
In IST-Africa conference proceedings. Paper presented at IEEE
, pp. 1-10
-
-
Botra, A.1
Rerselman, M.2
Ford, M.3
-
12
-
-
84907889778
-
Gamification and student motivation
-
Buckley, P., Doyle, E., Gamification and student motivation. Interactive Learning Environments 24:6 (2014), 1162–1175, 10.1080/10494820.2014.964263.
-
(2014)
Interactive Learning Environments
, vol.24
, Issue.6
, pp. 1162-1175
-
-
Buckley, P.1
Doyle, E.2
-
13
-
-
85021697204
-
Game on! Students' perceptions of gamified learning
-
Buckley, P., Doyle, E., Doyle, S., Game on! Students' perceptions of gamified learning. Journal of Educational Technology & Society, 20(3), 2017.
-
(2017)
Journal of Educational Technology & Society
, vol.20
, Issue.3
-
-
Buckley, P.1
Doyle, E.2
Doyle, S.3
-
14
-
-
84929015589
-
Gamify: How gamification motivates people to do extraordinary things
-
Bibliomotion Brookline, MA
-
Burke, B., Gamify: How gamification motivates people to do extraordinary things. 2014, Bibliomotion, Brookline, MA.
-
(2014)
-
-
Burke, B.1
-
15
-
-
45849127987
-
Feedback enhances the positive effects and reduces the negative effects of multiple-choice testing
-
Butler, A.C., Roediger, H.L., Feedback enhances the positive effects and reduces the negative effects of multiple-choice testing. Memory & Cognition 36:3 (2008), 604–616.
-
(2008)
Memory & Cognition
, vol.36
, Issue.3
, pp. 604-616
-
-
Butler, A.C.1
Roediger, H.L.2
-
16
-
-
85006113023
-
Gamifying an ICT course: Influences on engagement and academic performance
-
Çakıroğlu, Ü., Başıbüyük, B., Güler, M., Atabay, M., Memiş, B.Y., Gamifying an ICT course: Influences on engagement and academic performance. Computers in Human Behavior 69 (2017), 98–107, 10.1016/j.chb.2016.12.018.
-
(2017)
Computers in Human Behavior
, vol.69
, pp. 98-107
-
-
Çakıroğlu, Ü.1
Başıbüyük, B.2
Güler, M.3
Atabay, M.4
Memiş, B.Y.5
-
17
-
-
84964520951
-
Exploring engaging gamification mechanics in massive online open courses
-
Chang, J.W., Wei, H.Y., Exploring engaging gamification mechanics in massive online open courses. Educational Technology & Society 19:2 (2016), 177–203.
-
(2016)
Educational Technology & Society
, vol.19
, Issue.2
, pp. 177-203
-
-
Chang, J.W.1
Wei, H.Y.2
-
18
-
-
84928473384
-
Quick quiz: A gamified approach for enhancing learning
-
Cheong, C., Cheong, F., Filippou, J., Quick quiz: A gamified approach for enhancing learning. PACIS, 2013, 206.
-
(2013)
PACIS
, pp. 206
-
-
Cheong, C.1
Cheong, F.2
Filippou, J.3
-
19
-
-
85016584271
-
Towards the gamification of learning: Investigating student perceptions of game elements
-
Cheong, C., Filippou, J., Cheong, F., Towards the gamification of learning: Investigating student perceptions of game elements. Journal of Information Systems Education, 25(3), 2014, 233.
-
(2014)
Journal of Information Systems Education
, vol.25
, Issue.3
, pp. 233
-
-
Cheong, C.1
Filippou, J.2
Cheong, F.3
-
20
-
-
84901976012
-
Leaderboards in a virtual classroom: A test of stereotype threat and social comparison explanations for women's math performance
-
Christy, K.R., Fox, J., Leaderboards in a virtual classroom: A test of stereotype threat and social comparison explanations for women's math performance. Computers & Education 78 (2014), 66–77, 10.1016/j.compedu.2014.05.005.
-
(2014)
Computers & Education
, vol.78
, pp. 66-77
-
-
Christy, K.R.1
Fox, J.2
-
21
-
-
84991092965
-
Game-thinking within social media to recruit and select job candidates
-
R.N. Landers G.B. Schmidt Springer International Cham, Switzerland
-
Collmus, A.B., Armstrong, M.B., Landers, R.N., Game-thinking within social media to recruit and select job candidates. Landers, R.N., Schmidt, G.B., (eds.) Social media in employee selection and recruitment: Theory, practice, and current challenges, 2016, Springer International, Cham, Switzerland, 103–124.
-
(2016)
Social media in employee selection and recruitment: Theory, practice, and current challenges
, pp. 103-124
-
-
Collmus, A.B.1
Armstrong, M.B.2
Landers, R.N.3
-
22
-
-
84913571944
-
Using gamification to increase student engagement and participation in class discussion
-
T. Amiel B. Wilson Association for the Advancement of Computing in Education (AACE)
-
Cronk, M., Using gamification to increase student engagement and participation in class discussion. Amiel, T., Wilson, B., (eds.) Proceedings of EdMedia: World conference on educational media and technology 2012, 2012, Association for the Advancement of Computing in Education (AACE), 311–315.
-
(2012)
Proceedings of EdMedia: World conference on educational media and technology 2012
, pp. 311-315
-
-
Cronk, M.1
-
23
-
-
0003665743
-
Flow: The psychology of optimal experience
-
Harper and Row New York
-
Csikszentmihalyi, M., Flow: The psychology of optimal experience. 1990, Harper and Row, New York.
-
(1990)
-
-
Csikszentmihalyi, M.1
-
24
-
-
0034549672
-
The 'what' and 'why' of goal pursuits: Human needs and the self-determination of behavior
-
Deci, E.L., Ryan, R.M., The 'what' and 'why' of goal pursuits: Human needs and the self-determination of behavior. Psychological Inquiry, 11(4), 2000, 227.
-
(2000)
Psychological Inquiry
, vol.11
, Issue.4
, pp. 227
-
-
Deci, E.L.1
Ryan, R.M.2
-
25
-
-
84877936824
-
The effect of virtual achievements on student engagement
-
Denny, P., The effect of virtual achievements on student engagement. Conference on human factors in computing systems - proceedings, (CHI 2013: Changing perspectives, conference proceedings - the 31st Annual CHI conference on human factors in computing systems), 2013, 763–772, 10.1145/2470654.2470763.
-
(2013)
Conference on human factors in computing systems - proceedings, (CHI 2013: Changing perspectives, conference proceedings - the 31st Annual CHI conference on human factors in computing systems)
, pp. 763-772
-
-
Denny, P.1
-
26
-
-
84858702512
-
Gamification: Toward a definition
-
(Vancouver, BC, Canada)
-
Deterding, S., Khaled, R., Nacke, L., Dixon, D., Gamification: Toward a definition. Proceedings of the CHI 2011, 2011 (Vancouver, BC, Canada).
-
(2011)
Proceedings of the CHI 2011
-
-
Deterding, S.1
Khaled, R.2
Nacke, L.3
Dixon, D.4
-
27
-
-
79957930613
-
Gamification: Using game-design elements in non-gaming contexts
-
Vancouver, BC, Canada
-
Deterding, S., Sicart, M., Nacke, L., O'Hara, K., Dixon, D., Gamification: Using game-design elements in non-gaming contexts. Proceedings of the CHI 2011, 2011, 10.1145/1979742.1979575 Vancouver, BC, Canada.
-
(2011)
Proceedings of the CHI 2011
-
-
Deterding, S.1
Sicart, M.2
Nacke, L.3
O'Hara, K.4
Dixon, D.5
-
28
-
-
84938082996
-
Gamification in education: A systematic mapping study
-
Dicheva, D., Dichev, C., Agre, G., Angelova, G., Gamification in education: A systematic mapping study. Educational Technology & Society 18:3 (2015), 75–88.
-
(2015)
Educational Technology & Society
, vol.18
, Issue.3
, pp. 75-88
-
-
Dicheva, D.1
Dichev, C.2
Agre, G.3
Angelova, G.4
-
29
-
-
85027533609
-
Studies of student engagement in gamified online discussions
-
Ding, L., Kim, C., Orey, M., Studies of student engagement in gamified online discussions. Computers & Education, 2017, 10.1016/j.compedu.2017.06.016.
-
(2017)
Computers & Education
-
-
Ding, L.1
Kim, C.2
Orey, M.3
-
30
-
-
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., Gamifying learning experiences: Practical implications and outcomes. Computers and Education 63 (2013), 380–392, 10.1016/j.compedu.2012.12.020.
-
(2013)
Computers and 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.6
-
31
-
-
0033243278
-
Psychological safety and learning behavior in work teams
-
Edmondson, A., Psychological safety and learning behavior in work teams. Administrative Science Quarterly 44:2 (1999), 350–383.
-
(1999)
Administrative Science Quarterly
, vol.44
, Issue.2
, pp. 350-383
-
-
Edmondson, A.1
-
32
-
-
79953890048
-
7 things you should know about gamification
-
Accessed January 14, 2017 from
-
Educause, 7 things you should know about gamification. 2011 Accessed January 14, 2017 from https://net.educause.edu/ir/library/pdf/ELI7075.pdf.
-
(2011)
-
-
Educause1
-
33
-
-
84994908944
-
Driven to drive? Investigating the effect of gamification on learner driver behavior, perceived motivation and user experience
-
Fitz-Walter, Z., Johnson, D., Wyeth, P., Tjondronegoro, D., Scott-Parker, B., Driven to drive? Investigating the effect of gamification on learner driver behavior, perceived motivation and user experience. Computers in Human Behavior 71 (2017), 586–595, 10.1016/j.chb.2016.08.050.
-
(2017)
Computers in Human Behavior
, vol.71
, pp. 586-595
-
-
Fitz-Walter, Z.1
Johnson, D.2
Wyeth, P.3
Tjondronegoro, D.4
Scott-Parker, B.5
-
34
-
-
77955450397
-
A behavior model for persuasive design
-
Accessed July 15, 2016 from
-
Fogg, B.J., A behavior model for persuasive design. 2009 Accessed July 15, 2016 from http://bjfogg.com/fbm_files/page4_1.pdf.
-
(2009)
-
-
Fogg, B.J.1
-
35
-
-
85065027878
-
Simulation versus narrative: Introduction to ludology
-
M.J.P. Wolf B. Perron Routledge New York, NY
-
Frasca, G., Simulation versus narrative: Introduction to ludology. Wolf, M.J.P., Perron, B., (eds.) The video game theory reader, 2003, Routledge, New York, NY, 221–236.
-
(2003)
The video game theory reader
, pp. 221-236
-
-
Frasca, G.1
-
36
-
-
67650456725
-
An investigation of coopetitive pedagogic design for knowledge creation in web-based learning
-
Fu, F., Wu, Y., Ho, H., An investigation of coopetitive pedagogic design for knowledge creation in web-based learning. Computers & Education 53 (2009), 550–562, 10.1016/j.compedu.2009.01.004.
-
(2009)
Computers & Education
, vol.53
, pp. 550-562
-
-
Fu, F.1
Wu, Y.2
Ho, H.3
-
37
-
-
67549103767
-
Games, motivation, and learning: A research and practice model
-
Garris, R., Ahlers, R., Driskell, J.E., Games, motivation, and learning: A research and practice model. Simulation & Gaming 33 (2002), 441–467, 10.1177/1046878102238607.
-
(2002)
Simulation & Gaming
, vol.33
, pp. 441-467
-
-
Garris, R.1
Ahlers, R.2
Driskell, J.E.3
-
38
-
-
0013317923
-
Critical thinking, cognitive presence, and computer conferencing in distance education
-
Garrison, D.R., Anderson, T., Archer, W., Critical thinking, cognitive presence, and computer conferencing in distance education. American Journal of Distance Education 15:1 (2001), 7–23.
-
(2001)
American Journal of Distance Education
, vol.15
, Issue.1
, pp. 7-23
-
-
Garrison, D.R.1
Anderson, T.2
Archer, W.3
-
39
-
-
84887360054
-
Digital badges in education
-
Gibson, D., Ostashewski, N., Flintoff, K., Grant, S., Knight, E., Digital badges in education. Education and Information Technologies, 403(2), 2015, 10.1007/s10639-013-9291-7.
-
(2015)
Education and Information Technologies
, vol.403
, Issue.2
-
-
Gibson, D.1
Ostashewski, N.2
Flintoff, K.3
Grant, S.4
Knight, E.5
-
40
-
-
84961291905
-
Do badges increase user activity? A field experiment on the effects of gamification
-
Hamari, J., Do badges increase user activity? A field experiment on the effects of gamification. Computers in Human Behavior 71 (2017), 469–478.
-
(2017)
Computers in Human Behavior
, vol.71
, pp. 469-478
-
-
Hamari, J.1
-
41
-
-
84942358189
-
Framework for designing and evaluating game achievements
-
Hamari, J., Eranti, V., Framework for designing and evaluating game achievements. Digra conference, 2011.
-
(2011)
Digra conference
-
-
Hamari, J.1
Eranti, V.2
-
42
-
-
84902291971
-
Does gamification work? - A literature review of empirical studies on gamification
-
IEEE
-
Hamari, J., Koivisto, J., Sarsa, H., Does gamification work? - A literature review of empirical studies on gamification. System sciences (HICSS), 2014 47th Hawaii international conference on, 2014, IEEE, 3025–3034.
-
(2014)
System sciences (HICSS), 2014 47th Hawaii international conference on
, pp. 3025-3034
-
-
Hamari, J.1
Koivisto, J.2
Sarsa, H.3
-
43
-
-
84928556572
-
Influence of gamification on students' motivation in using e-learning applications based on the motivational design model
-
Hamzah, W., Ali, N., Saman, M., Yusoff, M., Yacob, A., Influence of gamification on students' motivation in using e-learning applications based on the motivational design model. International Journal of Emerging Technologies in Learning 10:2 (2015), 30–34, 10.3991/ijet.v10i1.4355.
-
(2015)
International Journal of Emerging Technologies in Learning
, vol.10
, Issue.2
, pp. 30-34
-
-
Hamzah, W.1
Ali, N.2
Saman, M.3
Yusoff, M.4
Yacob, A.5
-
44
-
-
84907546295
-
Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance
-
Hanus, M.D., Fox, J., Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education 80 (2015), 152–161, 10.1016/j.compedu.2014.08.019.
-
(2015)
Computers & Education
, vol.80
, pp. 152-161
-
-
Hanus, M.D.1
Fox, J.2
-
45
-
-
85032439109
-
Unlocking the mayor badge of meaninglessness [Blog Post]
-
Accessed July 15, 2016 from
-
Haque, U., Unlocking the mayor badge of meaninglessness [Blog Post]. 2010 Accessed July 15, 2016 from http://blogs.hbr.org/2010/12/unlocking-the-mayor-badge-of-m/.
-
(2010)
-
-
Haque, U.1
-
46
-
-
0141721292
-
Use of Web-based formative assessment to support student learning in a metabolism/nutrition unit
-
Henly, D.C., Use of Web-based formative assessment to support student learning in a metabolism/nutrition unit. European Journal of Dental Education 7:3 (2003), 116–122.
-
(2003)
European Journal of Dental Education
, vol.7
, Issue.3
, pp. 116-122
-
-
Henly, D.C.1
-
47
-
-
84945976671
-
Engaging Asian students through game mechanics: Findings from two experiment studies
-
Hew, K.F., Huang, B., Chu, K.W.S., Chiu, D.K., Engaging Asian students through game mechanics: Findings from two experiment studies. Computers & Education 92 (2016), 221–236, 10.1016/j.compedu.2015.10.010.
-
(2016)
Computers & Education
, vol.92
, pp. 221-236
-
-
Hew, K.F.1
Huang, B.2
Chu, K.W.S.3
Chiu, D.K.4
-
48
-
-
84953252454
-
A practitioner's guide to gamification of education
-
Rotman school of management Toronto, ON, Canada Accessed January 14, 2017 from
-
Hsin-Yuan Huang, W., Soman, D., A practitioner's guide to gamification of education. 2013, Rotman school of management, Toronto, ON, Canada Accessed January 14, 2017 from http://inside.rotman.utoronto.ca/behaviouraleconomicsinaction/files/2013/09/GuideGamificationEducationDec2013.pdf.
-
(2013)
-
-
Hsin-Yuan Huang, W.1
Soman, D.2
-
49
-
-
84870497573
-
Defining gamification - a service marketing perspective
-
Huotari, K., Hamari, J., Defining gamification - a service marketing perspective. Proceedings of the 16Th International Academic Mindtrek Conference 2012: “Envisioning Future Media Environments”, 2012, 17–22, 10.1145/2393132.2393137.
-
(2012)
Proceedings of the 16Th International Academic Mindtrek Conference 2012: “Envisioning Future Media Environments”
, pp. 17-22
-
-
Huotari, K.1
Hamari, J.2
-
50
-
-
84907479242
-
Gamification for engaging computer science students in learning activities: A case study
-
Ibanez, M.-B., Di-Serio, A., Delgado-Kloos, C., Gamification for engaging computer science students in learning activities: A case study. IEEE Transactions on Learning Technologies 7:3 (2014), 291–301, 10.1109/TLT.2014.2329293.
-
(2014)
IEEE Transactions on Learning Technologies
, vol.7
, Issue.3
, pp. 291-301
-
-
Ibanez, M.-B.1
Di-Serio, A.2
Delgado-Kloos, C.3
-
51
-
-
84860845779
-
NMC horizon report: 2013 higher education edition
-
The New Media Consortium Austin, Texas
-
Johnson, L., Adams Becker, S., Cummins, M., Estrada, V., Freeman, A., Ludgate, H., NMC horizon report: 2013 higher education edition., 2013, The New Media Consortium Austin, Texas.
-
(2013)
-
-
Johnson, L.1
Adams Becker, S.2
Cummins, M.3
Estrada, V.4
Freeman, A.5
Ludgate, H.6
-
52
-
-
84860845779
-
NMC horizon report: 2014 higher education edition
-
The New Media Consortium Austin, Texas
-
Johnson, L., Adams Becker, S., Estrada, V., Freeman, A., NMC horizon report: 2014 higher education edition., 2014, The New Media Consortium Austin, Texas.
-
(2014)
-
-
Johnson, L.1
Adams Becker, S.2
Estrada, V.3
Freeman, A.4
-
53
-
-
77951474841
-
Understanding digital kids (DKS): Teaching and learning the new digital landscape
-
Accessed July 15, 2016 from
-
Jukes, I., Understanding digital kids (DKS): Teaching and learning the new digital landscape. 2008 Accessed July 15, 2016 from https://edorigami.wikispaces.com/file/view/Jukes+-+Understanding+Digital+Kids.pdf.
-
(2008)
-
-
Jukes, I.1
-
54
-
-
84870778669
-
The gamification of learning and instruction: Game-based methods and strategies for training and education
-
Pfeiffer San Francisco, CA
-
Kapp, K.M., The gamification of learning and instruction: Game-based methods and strategies for training and education. 2012, Pfeiffer, San Francisco, CA.
-
(2012)
-
-
Kapp, K.M.1
-
55
-
-
33847320717
-
Gameplaying for maths learning: Cooperative or not?
-
Ke, F., Grabowski, B., Gameplaying for maths learning: Cooperative or not?. British Journal of Educational Technology 38 (2007), 249–259, 10.1111/j.1467-8535.2006.00593.x.
-
(2007)
British Journal of Educational Technology
, vol.38
, pp. 249-259
-
-
Ke, F.1
Grabowski, B.2
-
56
-
-
84892289811
-
Motivational design for learning and Performance: The ARCS model approach
-
Springer Science + Business Media, LLC
-
Keller, J.-M., Motivational design for learning and Performance: The ARCS model approach. 2010, Springer Science + Business Media, LLC.
-
(2010)
-
-
Keller, J.-M.1
-
57
-
-
85016065172
-
“Everybody is playing the game, but nobody's rules are the same”: Towards adaptation of gamification based on users' characteristics
-
Klock, A.C., Gasparini, I., Pimenta, M.S., de Oliveira, J.P.M., “Everybody is playing the game, but nobody's rules are the same”: Towards adaptation of gamification based on users' characteristics. Bulletin of the IEEE Technical Committee on Learning Technology, 17(4), 2015, 22.
-
(2015)
Bulletin of the IEEE Technical Committee on Learning Technology
, vol.17
, Issue.4
, pp. 22
-
-
Klock, A.C.1
Gasparini, I.2
Pimenta, M.S.3
de Oliveira, J.P.M.4
-
58
-
-
84926486165
-
An empirical test of the theory of gamified learning: The effect of leaderboards on time-on-task and academic performance
-
Landers, R.N., Landers, A.K., An empirical test of the theory of gamified learning: The effect of leaderboards on time-on-task and academic performance. Simulation & Gaming 45:6 (2014), 769–785, 10.1177/1046878114563662.
-
(2014)
Simulation & Gaming
, vol.45
, Issue.6
, pp. 769-785
-
-
Landers, R.N.1
Landers, A.K.2
-
59
-
-
27744436093
-
Why we play games: Four keys to more emotion without story
-
Accessed July 15, 2016 from
-
Lazarro, N., Why we play games: Four keys to more emotion without story. 2004 Accessed July 15, 2016 from http://www.xeodesign.com/xeodesign_whyweplaygames.pdf.
-
(2004)
-
-
Lazarro, N.1
-
60
-
-
84869026652
-
Gamification in education: What, how, why bother?
-
Lee, J.J., Hammer, J., Gamification in education: What, how, why bother?. Academic Exchange Quarterly, 15(2), 2011, 146.
-
(2011)
Academic Exchange Quarterly
, vol.15
, Issue.2
, pp. 146
-
-
Lee, J.J.1
Hammer, J.2
-
61
-
-
84862673896
-
Neural basis of reinforcement learning and decision making
-
Lee, D., Seo, H., Jung, M.W., Neural basis of reinforcement learning and decision making. Annual Review of Neuroscience 35 (2012), 287–308.
-
(2012)
Annual Review of Neuroscience
, vol.35
, pp. 287-308
-
-
Lee, D.1
Seo, H.2
Jung, M.W.3
-
62
-
-
84869070975
-
GamiCAD: A gamified tutorial system for first time AutoCAD users
-
R. Miller ACM Press New York, NY
-
Li, W., Grossman, T., Fitzmaurice, G., GamiCAD: A gamified tutorial system for first time AutoCAD users. Miller, R., (eds.) Proceedings of the 25th Annual ACM symposium on user interface software and technology, 2012, ACM Press, New York, NY, 103–112, 10.1145/2380116.2380131.
-
(2012)
Proceedings of the 25th Annual ACM symposium on user interface software and technology
, pp. 103-112
-
-
Li, W.1
Grossman, T.2
Fitzmaurice, G.3
-
63
-
-
85023630440
-
Gamification: The effect on student motivation and performance at the post-secondary level
-
Lister, M.C., Gamification: The effect on student motivation and performance at the post-secondary level. Issues and Trends in Educational Technology, 3(2), 2015.
-
(2015)
Issues and Trends in Educational Technology
, vol.3
, Issue.2
-
-
Lister, M.C.1
-
64
-
-
84960866520
-
Gamified requirements engineering: Model and experimentation
-
Springer Verlag
-
Lombriser, P., Dalpiaz, F., Lucassen, G., Brinkkemper, S., Gamified requirements engineering: Model and experimentation. 2016, Springer Verlag, 10.1007/978-3-319-30282-9_12.
-
(2016)
-
-
Lombriser, P.1
Dalpiaz, F.2
Lucassen, G.3
Brinkkemper, S.4
-
65
-
-
49049148395
-
Toward a theory of intrinsically motivating instruction
-
Malone, T.W., Toward a theory of intrinsically motivating instruction. Cognitive Science 5:4 (1981), 333–369.
-
(1981)
Cognitive Science
, vol.5
, Issue.4
, pp. 333-369
-
-
Malone, T.W.1
-
66
-
-
58149425798
-
A theory of human motivation
-
Maslow, A.H., A theory of human motivation. Psychological Review, 50(4), 1943, 370.
-
(1943)
Psychological Review
, vol.50
, Issue.4
, pp. 370
-
-
Maslow, A.H.1
-
67
-
-
33745392263
-
E-learning groups and communities
-
McGraw-Hill Education UK
-
McConnell, D., E-learning groups and communities. 2006, McGraw-Hill Education, UK.
-
(2006)
-
-
McConnell, D.1
-
68
-
-
79953659562
-
Reality is broken: Why games make us better and how they can change the world
-
Penguin London
-
McGonigal, J., Reality is broken: Why games make us better and how they can change the world. 2011, Penguin, London.
-
(2011)
-
-
McGonigal, J.1
-
69
-
-
84905457954
-
Do points, levels and leaderboards harm intrinsic motivation?: an empirical analysis of common gamification elements
-
ACM
-
Mekler, E.D., Brühlmann, F., Opwis, K., Tuch, A.N., Do points, levels and leaderboards harm intrinsic motivation?: an empirical analysis of common gamification elements. Proceedings of the First International Conference on gameful design, research, and applications, 2013, ACM, 66–73.
-
(2013)
Proceedings of the First International Conference on gameful design, research, and applications
, pp. 66-73
-
-
Mekler, E.D.1
Brühlmann, F.2
Opwis, K.3
Tuch, A.N.4
-
70
-
-
70349554676
-
Qualitative research: A guide to design and implementation
-
Jossey-Bass San Francisco 2009
-
Merriam, S.B., Qualitative research: A guide to design and implementation. 2009, Jossey-Bass, San Francisco 2009.
-
(2009)
-
-
Merriam, S.B.1
-
71
-
-
0003784156
-
Qualitative data analysis: A sourcebook of new methods
-
Sage Publications Beverly Hills
-
Miles, M.B., Huberman, A.M., Qualitative data analysis: A sourcebook of new methods. 1984, Sage Publications, Beverly Hills.
-
(1984)
-
-
Miles, M.B.1
Huberman, A.M.2
-
73
-
-
85009437411
-
The maturing of gamification research
-
Nacke, L.E., Deterding, S., The maturing of gamification research. Computers in Human Behavior 71 (2017), 450–454, 10.1016/j.chb.2016.11.062.
-
(2017)
Computers in Human Behavior
, vol.71
, pp. 450-454
-
-
Nacke, L.E.1
Deterding, S.2
-
74
-
-
84903729964
-
Gamification of education: A review of literature
-
Nah, F.F., Zeng, Q., Telaprolu, V.R., Ayyappa, A.P., Eschenbrenner, B., Gamification of education: A review of literature. HCI in Business, 2014, 401–409, 10.1007/978-3-319-07293-7_39.
-
(2014)
HCI in Business
, pp. 401-409
-
-
Nah, F.F.1
Zeng, Q.2
Telaprolu, V.R.3
Ayyappa, A.P.4
Eschenbrenner, B.5
-
75
-
-
84886285435
-
A case study in the gamification of a university-level games development course
-
ACM
-
O'Donovan, S., Gain, J., Marais, P., A case study in the gamification of a university-level games development course. Proceedings of the south African institute for computer scientists and information technologists conference, 2013, October, ACM, 242–251.
-
(2013)
Proceedings of the south African institute for computer scientists and information technologists conference
, pp. 242-251
-
-
O'Donovan, S.1
Gain, J.2
Marais, P.3
-
76
-
-
0026844763
-
Effects of fantasy contexts on children's learning and motivation: Making learning more fun
-
Parker, L.E., Lepper, M.R., Effects of fantasy contexts on children's learning and motivation: Making learning more fun. Journal of Personality and Social Psychology 62 (1992), 625–633, 10.1037/0022-3514.62.4.625.
-
(1992)
Journal of Personality and Social Psychology
, vol.62
, pp. 625-633
-
-
Parker, L.E.1
Lepper, M.R.2
-
77
-
-
0003743782
-
Qualitative research and evaluation methods
-
3rd ed. Sage Publications Thousand Oaks, Calif
-
Patton, M.Q., Qualitative research and evaluation methods. 3rd ed., 2002, Sage Publications, Thousand Oaks, Calif.
-
(2002)
-
-
Patton, M.Q.1
-
78
-
-
85020058701
-
Game-based learning and gamification to promote engagement and motivation in medical learning contexts
-
Pesare, E., Roselli, T., Corriero, N., Rossano, V., Game-based learning and gamification to promote engagement and motivation in medical learning contexts. Smart Learning Environments, 3(1), 2016, 5, 10.1186/s40561-016-0028-0.
-
(2016)
Smart Learning Environments
, vol.3
, Issue.1
, pp. 5
-
-
Pesare, E.1
Roselli, T.2
Corriero, N.3
Rossano, V.4
-
79
-
-
85010966278
-
The development of gamified learning activities to increase student engagement in learning
-
Poondej, C., Lerdpornkulrat, T., The development of gamified learning activities to increase student engagement in learning. Australian Educational Computing, 31(2), 2016.
-
(2016)
Australian Educational Computing
, vol.31
, Issue.2
-
-
Poondej, C.1
Lerdpornkulrat, T.2
-
80
-
-
84923094159
-
A qualitative investigation of gamification: Motivational factors in online gamified services and applications
-
Rapp, A., A qualitative investigation of gamification: Motivational factors in online gamified services and applications. International Journal of Technology and Human Interaction (IJTHI) 11:1 (2015), 67–82, 10.4018/ijthi.2015010105.
-
(2015)
International Journal of Technology and Human Interaction (IJTHI)
, vol.11
, Issue.1
, pp. 67-82
-
-
Rapp, A.1
-
81
-
-
84924898279
-
Designing interactive systems through a game lens: An ethnographic approach
-
Rapp, A., Designing interactive systems through a game lens: An ethnographic approach. Computers in Human Behavior 71 (2017), 455–468, 10.1016/j.chb.2015.02.048.
-
(2017)
Computers in Human Behavior
, vol.71
, pp. 455-468
-
-
Rapp, A.1
-
82
-
-
85071125134
-
The elaboration theory: Guidance for scope and sequence decisions
-
C.M. Reigeluth Lawrence Erlbaum Associates Mahwah, NJ
-
Reigeluth, C.M., The elaboration theory: Guidance for scope and sequence decisions. Reigeluth, C.M., (eds.) Instructional-design theories and models (Volume II) A new paradigm of instructional theory, 1999, Lawrence Erlbaum Associates, Mahwah, NJ, 425–453.
-
(1999)
Instructional-design theories and models (Volume II) A new paradigm of instructional theory
, pp. 425-453
-
-
Reigeluth, C.M.1
-
83
-
-
85071078282
-
Formative research: Methodology for creating and improving design theories
-
C.M. Reigeluth Lawrence Erlbaum Associates Mahwah, NJ
-
Reigeluth, C.M., Frick, T.W., Formative research: Methodology for creating and improving design theories. Reigeluth, C.M., (eds.) Instructional-design theories and models (Volume II) A new paradigm of instructional theory, 1999, Lawrence Erlbaum Associates, Mahwah, NJ, 633–652.
-
(1999)
Instructional-design theories and models (Volume II) A new paradigm of instructional theory
, pp. 633-652
-
-
Reigeluth, C.M.1
Frick, T.W.2
-
84
-
-
84863965086
-
Can't play, won't play [Blog post]
-
Accessed August 5, 2017
-
Robertson, M., Can't play, won't play [Blog post]. 2010 Accessed August 5, 2017 http://kotaku.com/5686393/cant-play-wont-play.
-
(2010)
-
-
Robertson, M.1
-
85
-
-
84952980245
-
Game on: Engaging customers and employees through gamification
-
Robson, K., Plangger, K., Kietzmann, J.H., McCarthy, I., Pitt, L., Game on: Engaging customers and employees through gamification. Business Horizons 59:1 (2016), 29–36, 10.1016/j.bushor.2015.08.002.
-
(2016)
Business Horizons
, vol.59
, Issue.1
, pp. 29-36
-
-
Robson, K.1
Plangger, K.2
Kietzmann, J.H.3
McCarthy, I.4
Pitt, L.5
-
86
-
-
84952332522
-
Effectiveness of gamification in the engagement of students
-
da Rocha Seixas, L., Gomes, A.S., de Melo Filho, I.J., Effectiveness of gamification in the engagement of students. Computers in Human Behavior 58 (2016), 48–63, 10.1016/j.chb.2015.11.021.
-
(2016)
Computers in Human Behavior
, vol.58
, pp. 48-63
-
-
da Rocha Seixas, L.1
Gomes, A.S.2
de Melo Filho, I.J.3
-
87
-
-
85007502822
-
How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction
-
Sailer, M., Hense, J.U., Mayr, S.K., Mandl, H., How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Computers in Human Behavior 69 (2017), 371–380, 10.1016/j.chb.2016.12.033.
-
(2017)
Computers in Human Behavior
, vol.69
, pp. 371-380
-
-
Sailer, M.1
Hense, J.U.2
Mayr, S.K.3
Mandl, H.4
-
88
-
-
8644230883
-
Rules of play: Game design fundamentals
-
MIT Press Cambridge, MA
-
Salen, K., Zimmerman, E., Rules of play: Game design fundamentals. 2003, MIT Press, Cambridge, MA.
-
(2003)
-
-
Salen, K.1
Zimmerman, E.2
-
89
-
-
84908423979
-
Gamification in theory and action: A survey
-
Seaborn, K., Fels, D.I., Gamification in theory and action: A survey. International Journal of Human-computer Studies 74 (2015), 14–31, 10.1016/j.ijhcs.2014.09.006.
-
(2015)
International Journal of Human-computer Studies
, vol.74
, pp. 14-31
-
-
Seaborn, K.1
Fels, D.I.2
-
90
-
-
84876228956
-
Innovating pedagogy 2013: Open university innovation report 2. Milton keynes
-
The Open University
-
Sharples, M., McAndrew, P., Weller, M., Ferguson, R., FitzGerald, E., Hirst, T., et al. Innovating pedagogy 2013: Open university innovation report 2. Milton keynes., 2013, The Open University.
-
(2013)
-
-
Sharples, M.1
McAndrew, P.2
Weller, M.3
Ferguson, R.4
FitzGerald, E.5
Hirst, T.6
-
91
-
-
47749117501
-
Character development and storytelling for games
-
nd ed. Course Technology PTR Boston, MA
-
nd ed., 2013, Course Technology PTR, Boston, MA.
-
(2013)
-
-
Sheldon, L.1
-
92
-
-
84978776284
-
Digital badges–rewards for learning?
-
Shields, R., Chugh, R., Digital badges–rewards for learning?. Education and Information Technologies, 2016, 1–8, 10.1007/s10639-016-9521-x.
-
(2016)
Education and Information Technologies
, pp. 1-8
-
-
Shields, R.1
Chugh, R.2
-
93
-
-
84863199750
-
A social gamification framework for a K-6 learning platform
-
Simões, J., Redondo, R.D., Vilas, A.F., A social gamification framework for a K-6 learning platform. Computers in Human Behavior 29:2 (2013), 345–353, 10.1016/j.chb.2012.06.007.
-
(2013)
Computers in Human Behavior
, vol.29
, Issue.2
, pp. 345-353
-
-
Simões, J.1
Redondo, R.D.2
Vilas, A.F.3
-
94
-
-
85029367574
-
Motivating students and the gamification of learning
-
Sinha, S., Motivating students and the gamification of learning. Huffington Post, 14, 2012.
-
(2012)
Huffington Post
, vol.14
-
-
Sinha, S.1
-
95
-
-
0002338966
-
Cooperative learning and student achievement
-
Slavin, R.E., Cooperative learning and student achievement. Educational Leadership 46 (1988), 31–33.
-
(1988)
Educational Leadership
, vol.46
, pp. 31-33
-
-
Slavin, R.E.1
-
96
-
-
84865534350
-
This game sucks: How to improve the gamification of education
-
Smith-Robbins, S., This game sucks: How to improve the gamification of education. EDUCAUSE Review 46:1 (2011), 58–59.
-
(2011)
EDUCAUSE Review
, vol.46
, Issue.1
, pp. 58-59
-
-
Smith-Robbins, S.1
-
97
-
-
0011055269
-
Implementing standards based mathematics instruction
-
Teachers College Press New York
-
Stein, M.K., Smith, M.S., Henningsen, M.A., Silver, E., Implementing standards based mathematics instruction. 2000, Teachers College Press, New York.
-
(2000)
-
-
Stein, M.K.1
Smith, M.S.2
Henningsen, M.A.3
Silver, E.4
-
98
-
-
85006998992
-
Incorporating meaningful gamification in a blended learning research methods class: Examining student learning, engagement, and affective outcomes
-
Tan, M., Hew, K.F., Incorporating meaningful gamification in a blended learning research methods class: Examining student learning, engagement, and affective outcomes. Australasian Journal of Educational Technology, 32(5), 2016.
-
(2016)
Australasian Journal of Educational Technology
, vol.32
, Issue.5
-
-
Tan, M.1
Hew, K.F.2
-
99
-
-
84889178089
-
How literacy tasks influence children's motivation for literacy
-
Turner, J., Paris, S.G., How literacy tasks influence children's motivation for literacy. The Reading Teacher 48:8 (1995), 662–673.
-
(1995)
The Reading Teacher
, vol.48
, Issue.8
, pp. 662-673
-
-
Turner, J.1
Paris, S.G.2
-
100
-
-
23844464845
-
Combining software games with education: Evaluation of its educational effectiveness
-
Virvou, M., Katsionis, G., Manos, K., Combining software games with education: Evaluation of its educational effectiveness. Educational Technology & Society 8:2 (2005), 54–65.
-
(2005)
Educational Technology & Society
, vol.8
, Issue.2
, pp. 54-65
-
-
Virvou, M.1
Katsionis, G.2
Manos, K.3
-
101
-
-
0003893813
-
Communities of practice: Learning, meaning, and identity
-
Cambridge University Press New York, NY
-
Wenger, E., Communities of practice: Learning, meaning, and identity. 1998, Cambridge University Press, New York, NY.
-
(1998)
-
-
Wenger, E.1
-
102
-
-
84879495414
-
For the win: How game thinking can revolutionize your business
-
Wharton Digital Press
-
Werbach, K., Hunter, D., For the win: How game thinking can revolutionize your business. 2012, Wharton Digital Press.
-
(2012)
-
-
Werbach, K.1
Hunter, D.2
-
103
-
-
84858179538
-
Gamification by design: Implementing game mechanics in web and mobile apps
-
O'Reilly Media Sebastopol, CA
-
Zichermann, G., Cunningham, C., Gamification by design: Implementing game mechanics in web and mobile apps. 2011, O'Reilly Media, Sebastopol, CA.
-
(2011)
-
-
Zichermann, G.1
Cunningham, C.2
-
104
-
-
79957949536
-
Game-based marketing: Inspire customer loyalty through rewards, challenges, and contests
-
Wiley Hoboken, NJ
-
Zichermann, G., Linder, J., Game-based marketing: Inspire customer loyalty through rewards, challenges, and contests. 2010, Wiley, Hoboken, NJ.
-
(2010)
-
-
Zichermann, G.1
Linder, J.2
|