메뉴 건너뛰기




Volumn 121, Issue , 2018, Pages 1-17

Enhancing student learning experience with technology-mediated gamification: An empirical study

Author keywords

Flipped classroom; Gamification; Higher education; Student engagement; Student centered learning

Indexed keywords

COMPUTER AIDED INSTRUCTION; CURRICULA; E-LEARNING; HUMAN RESOURCE MANAGEMENT; TEACHING;

EID: 85042354672     PISSN: 03601315     EISSN: None     Source Type: Journal    
DOI: 10.1016/j.compedu.2018.01.009     Document Type: Article
Times cited : (187)

References (68)
  • 1
    • 84954288877 scopus 로고    scopus 로고
    • On the effectiveness of game-like and social approaches in learning: Comparing educational gaming, gamification & social networking
    • de-Marcos, L., Garcia-Lopez, E., Garcia-Cabot, A., On the effectiveness of game-like and social approaches in learning: Comparing educational gaming, gamification & social networking. Computers & Education 95 (2016), 99–113.
    • (2016) Computers & Education , vol.95 , pp. 99-113
    • de-Marcos, L.1    Garcia-Lopez, E.2    Garcia-Cabot, A.3
  • 2
    • 33645003633 scopus 로고    scopus 로고
    • Moving beyond intentions and toward the theory of trying: Effects of work environment and gender on post-adoption information technology use
    • Ahuja, M.K., Thatcher, J.B., Moving beyond intentions and toward the theory of trying: Effects of work environment and gender on post-adoption information technology use. MIS Quarterly 29:3 (2005), 427–459.
    • (2005) MIS Quarterly , vol.29 , Issue.3 , pp. 427-459
    • Ahuja, M.K.1    Thatcher, J.B.2
  • 4
    • 0003574346 scopus 로고    scopus 로고
    • A taxonomy for learning, teaching, and assessing: A revision of Bloom's taxonomy of educational objectives
    • Allyn & Bacon
    • Anderson, L.W., Krathwohl, D.R., Bloom, B.S., A taxonomy for learning, teaching, and assessing: A revision of Bloom's taxonomy of educational objectives. 2001, Allyn & Bacon.
    • (2001)
    • Anderson, L.W.1    Krathwohl, D.R.2    Bloom, B.S.3
  • 5
    • 84874421616 scopus 로고    scopus 로고
    • Gamification: Designing for motivation
    • Antin, J., Gamification: Designing for motivation. Interactions, 14, 2012.
    • (2012) Interactions , vol.14
    • Antin, J.1
  • 6
    • 84990328754 scopus 로고    scopus 로고
    • Virtual classroom characteristics and student satisfaction with internet-based MBA courses
    • Arbaugh, J.B., Virtual classroom characteristics and student satisfaction with internet-based MBA courses. Journal of Management Education 24:1 (2000), 32–54.
    • (2000) Journal of Management Education , vol.24 , Issue.1 , pp. 32-54
    • Arbaugh, J.B.1
  • 7
    • 13544270161 scopus 로고    scopus 로고
    • Intrinsic need satisfaction: A motivational basis of performance and well being in two work settings
    • Baard, P.P., Deci, E.L., Ryan, R.M., Intrinsic need satisfaction: A motivational basis of performance and well being in two work settings. Journal of Applied Social Psychology 34:10 (2004), 2045–2068.
    • (2004) Journal of Applied Social Psychology , vol.34 , Issue.10 , pp. 2045-2068
    • Baard, P.P.1    Deci, E.L.2    Ryan, R.M.3
  • 8
    • 78649445384 scopus 로고    scopus 로고
    • Using student-centred learning environments to stimulate deep approaches to learning: Factors encouraging or discouraging their effectiveness
    • Baeten, M., Kyndt, E., Struyven, K., Dochy, F., Using student-centred learning environments to stimulate deep approaches to learning: Factors encouraging or discouraging their effectiveness. Educational Research Review 5:3 (2010), 243–260.
    • (2010) Educational Research Review , vol.5 , Issue.3 , pp. 243-260
    • Baeten, M.1    Kyndt, E.2    Struyven, K.3    Dochy, F.4
  • 9
    • 84977072195 scopus 로고    scopus 로고
    • Increasing student intrinsic motivation and self-efficacy through gamification pedagogy
    • Banfield, J., Wilkerson, B., Increasing student intrinsic motivation and self-efficacy through gamification pedagogy. Contemporary Issues In Education Research 7:4 (2014), 291–298.
    • (2014) Contemporary Issues In Education Research , vol.7 , Issue.4 , pp. 291-298
    • Banfield, J.1    Wilkerson, B.2
  • 12
    • 84887569448 scopus 로고    scopus 로고
    • Gamification: Design of IT-based enhancing services for motivational support and behavioral change
    • Blohm, I., Leimeister, J.M., Gamification: Design of IT-based enhancing services for motivational support and behavioral change. Business & Information Systems Engineering 5:4 (2013), 275–278.
    • (2013) Business & Information Systems Engineering , vol.5 , Issue.4 , pp. 275-278
    • Blohm, I.1    Leimeister, J.M.2
  • 13
    • 0002814135 scopus 로고
    • MIS problems and failures: A socio-technical perspective, Part II: The application of socio-technical theory
    • Bostrom, R.P., Heinen, J.S., MIS problems and failures: A socio-technical perspective, Part II: The application of socio-technical theory. MIS Quarterly, 1977, 11–28.
    • (1977) MIS Quarterly , pp. 11-28
    • Bostrom, R.P.1    Heinen, J.S.2
  • 14
    • 85042375188 scopus 로고    scopus 로고
    • The effects of gamification on student attendance and team performance in a third-year undergraduate game production module
    • Caton, H., Greenhill, D., The effects of gamification on student attendance and team performance in a third-year undergraduate game production module. Paper presented at the European conference on games based learning, 2013.
    • (2013) Paper presented at the European conference on games based learning
    • Caton, H.1    Greenhill, D.2
  • 15
    • 77549086925 scopus 로고    scopus 로고
    • Engaging online learners: The impact of Web-based learning technology on college student engagement
    • Chen, P.-S.D., Lambert, A.D., Guidry, K.R., Engaging online learners: The impact of Web-based learning technology on college student engagement. Computers & Education 54:4 (2010), 1222–1232.
    • (2010) Computers & Education , vol.54 , Issue.4 , pp. 1222-1232
    • Chen, P.-S.D.1    Lambert, A.D.2    Guidry, K.R.3
  • 17
    • 84955603866 scopus 로고    scopus 로고
    • Too cool for school? The effects of gamification in an advanced interdisciplinary course
    • Cruz, L., Penley, J., Too cool for school? The effects of gamification in an advanced interdisciplinary course. Journal of Teaching and Learning with Technology 3:2 (2014), 1–11.
    • (2014) Journal of Teaching and Learning with Technology , vol.3 , Issue.2 , pp. 1-11
    • Cruz, L.1    Penley, J.2
  • 18
    • 0035285941 scopus 로고    scopus 로고
    • Extrinsic rewards and intrinsic motivation in education: Reconsidered once again
    • Deci, E.L., Koestner, R., Ryan, R.M., Extrinsic rewards and intrinsic motivation in education: Reconsidered once again. Review of Educational Research 71:1 (2001), 1–27.
    • (2001) Review of Educational Research , vol.71 , Issue.1 , pp. 1-27
    • Deci, E.L.1    Koestner, R.2    Ryan, R.M.3
  • 19
    • 0008942655 scopus 로고    scopus 로고
    • Handbook of self-determination research
    • University Rochester Press
    • Deci, E.L., Ryan, R.M., Handbook of self-determination research. 2002, University Rochester Press.
    • (2002)
    • Deci, E.L.1    Ryan, R.M.2
  • 20
    • 0037368865 scopus 로고    scopus 로고
    • The DeLone and McLean model of information systems success: A ten-year update
    • Delone, W.H., McLean, E.R., The DeLone and McLean model of information systems success: A ten-year update. Journal of Management Information Systems 19:4 (2003), 9–30.
    • (2003) Journal of Management Information Systems , vol.19 , Issue.4 , pp. 9-30
    • Delone, W.H.1    McLean, E.R.2
  • 25
    • 84977102576 scopus 로고    scopus 로고
    • Game mechanic based e-learning
    • Master Thesis (June 2011). Available at: https://daim.idi.ntnu.no/masteroppgaver/006/6099/masteroppgave.pdf
    • Gåsland, M., Game mechanic based e-learning. Science and Technology, 2011, 1–93 Master Thesis (June 2011). Available at: http://ntnu.diva-portal.org/smash/get/diva2, 441760 https://daim.idi.ntnu.no/masteroppgaver/006/6099/masteroppgave.pdf.
    • (2011) Science and Technology , pp. 1-93
    • Gåsland, M.1
  • 26
    • 85041653402 scopus 로고    scopus 로고
    • Student engagement, the latest buzzword
    • Gibbs, G., Student engagement, the latest buzzword. Times Higher Education, 2014 https://www.timeshighereducation.com/news/student-engagement-the-latest-buzzword/2012947.article.
    • (2014) Times Higher Education
    • Gibbs, G.1
  • 28
    • 0002093637 scopus 로고
    • Sources of conflict between work and family roles
    • Greenhaus, J.H., Beutell, N.J., Sources of conflict between work and family roles. Academy of Management Review 10:1 (1985), 76–88.
    • (1985) Academy of Management Review , vol.10 , Issue.1 , pp. 76-88
    • Greenhaus, J.H.1    Beutell, N.J.2
  • 30
    • 78649755363 scopus 로고    scopus 로고
    • The work-study relationship: Experiences of full-time university students undertaking part-time employment
    • Hall, R., The work-study relationship: Experiences of full-time university students undertaking part-time employment. Journal of Education and Work 23:5 (2010), 439–449.
    • (2010) Journal of Education and Work , vol.23 , Issue.5 , pp. 439-449
    • Hall, R.1
  • 31
    • 85015724705 scopus 로고    scopus 로고
    • 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, 2015, 1–10.
    • (2015) Computers in Human Behavior , pp. 1-10
    • Hamari, J.1
  • 35
    • 0031482649 scopus 로고    scopus 로고
    • The foundations and assumptions of technology-enhanced student-centered learning environments
    • Hannafin, M.J., Land, S.M., The foundations and assumptions of technology-enhanced student-centered learning environments. Instructional Science 25:3 (1997), 167–202.
    • (1997) Instructional Science , vol.25 , Issue.3 , pp. 167-202
    • Hannafin, M.J.1    Land, S.M.2
  • 36
    • 84907546295 scopus 로고    scopus 로고
    • 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.
    • (2015) Computers & Education , vol.80 , pp. 152-161
    • Hanus, M.D.1    Fox, J.2
  • 37
  • 39
    • 84871782260 scopus 로고    scopus 로고
    • IBM SPSS statistics for windows, version 21.0
    • IBM Corp Armonk NY
    • IBMCorp, I., IBM SPSS statistics for windows, version 21.0. 2012, IBM Corp Armonk, NY.
    • (2012)
    • IBMCorp, I.1
  • 41
    • 0031498285 scopus 로고    scopus 로고
    • Evaluating the effectiveness of educational innovations: Using the Study Process Questionnaire to show that meaningful learning occurs
    • Kember, D., Charlesworth, M., Davies, H., McKay, J., Stott, V., Evaluating the effectiveness of educational innovations: Using the Study Process Questionnaire to show that meaningful learning occurs. Studies In Educational Evaluation 23:2 (1997), 141–157.
    • (1997) Studies In Educational Evaluation , vol.23 , Issue.2 , pp. 141-157
    • Kember, D.1    Charlesworth, M.2    Davies, H.3    McKay, J.4    Stott, V.5
  • 42
    • 85042359138 scopus 로고    scopus 로고
    • Managing the sublime aesthetic when communicating an assessment regime: The Burkean Pendulum
    • 1350507617738864
    • Kofinas, A., Managing the sublime aesthetic when communicating an assessment regime: The Burkean Pendulum. Management Learning, 2017 1350507617738864.
    • (2017) Management Learning
    • Kofinas, A.1
  • 43
    • 84897395804 scopus 로고    scopus 로고
    • Demographic differences in perceived benefits from gamification
    • Koivisto, J., Hamari, J., Demographic differences in perceived benefits from gamification. Computers in Human Behavior 35 (2014), 179–188.
    • (2014) Computers in Human Behavior , vol.35 , pp. 179-188
    • Koivisto, J.1    Hamari, J.2
  • 44
    • 84982789663 scopus 로고    scopus 로고
    • Enhancing instructional outcomes with gamification: An empirical test of the Technology-Enhanced Training Effectiveness Model
    • Landers, R.N., Armstrong, M.B., Enhancing instructional outcomes with gamification: An empirical test of the Technology-Enhanced Training Effectiveness Model. Computers in Human Behavior, 2015, 1–9.
    • (2015) Computers in Human Behavior , pp. 1-9
    • Landers, R.N.1    Armstrong, M.B.2
  • 45
    • 84864479117 scopus 로고    scopus 로고
    • Casual social games as serious games: The psychology of gamification in undergraduate education and employee training
    • Springer
    • Landers, R.N., Callan, R.C., Casual social games as serious games: The psychology of gamification in undergraduate education and employee training. Serious games and edutainment applications, 2011, Springer, 399–423.
    • (2011) Serious games and edutainment applications , pp. 399-423
    • Landers, R.N.1    Callan, R.C.2
  • 46
    • 16644376378 scopus 로고    scopus 로고
    • Higher education students' attitudes to student-centred learning: Beyond 'educational bulimia'?
    • Lea, S.J., Stephenson, D., Troy, J., Higher education students' attitudes to student-centred learning: Beyond 'educational bulimia'?. Studies in Higher Education 28:3 (2003), 321–334.
    • (2003) Studies in Higher Education , vol.28 , Issue.3 , pp. 321-334
    • Lea, S.J.1    Stephenson, D.2    Troy, J.3
  • 47
    • 33644969737 scopus 로고    scopus 로고
    • Motivation and learner characteristics affecting online learning and learning application
    • Lim, D.H., Kim, H., Motivation and learner characteristics affecting online learning and learning application. Journal of Educational Technology Systems 31:4 (2003), 423–439.
    • (2003) Journal of Educational Technology Systems , vol.31 , Issue.4 , pp. 423-439
    • Lim, D.H.1    Kim, H.2
  • 48
    • 21844523063 scopus 로고
    • Activating instruction: How to foster study and thinking skills in higher education
    • Lonka, K., Ahola, K., Activating instruction: How to foster study and thinking skills in higher education. European Journal of Psychology of Education 10:4 (1995), 351–368.
    • (1995) European Journal of Psychology of Education , vol.10 , Issue.4 , pp. 351-368
    • Lonka, K.1    Ahola, K.2
  • 49
    • 84894056697 scopus 로고    scopus 로고
    • The flipped classroom: A course redesign to foster learning and engagement in a health professions school
    • McLaughlin, J.E., Roth, M.T., Glatt, D.M., Gharkholonarehe, N., Davidson, C.A., Griffin, L.M., et al. The flipped classroom: A course redesign to foster learning and engagement in a health professions school. Academic Medicine 89:2 (2014), 236–243.
    • (2014) Academic Medicine , vol.89 , Issue.2 , pp. 236-243
    • McLaughlin, J.E.1    Roth, M.T.2    Glatt, D.M.3    Gharkholonarehe, N.4    Davidson, C.A.5    Griffin, L.M.6
  • 50
    • 77549087660 scopus 로고    scopus 로고
    • Evaluation of evidence-based practices in online learning: A meta-analysis and review of online learning studies
    • US Department of Education
    • Means, B., Toyama, Y., Murphy, R., Bakia, M., Jones, K., Evaluation of evidence-based practices in online learning: A meta-analysis and review of online learning studies. 2009, US Department of Education.
    • (2009)
    • Means, B.1    Toyama, Y.2    Murphy, R.3    Bakia, M.4    Jones, K.5
  • 51
    • 84881035940 scopus 로고    scopus 로고
    • A user-centered theoretical framework for meaningful gamification
    • Nicholson, S., A user-centered theoretical framework for meaningful gamification. Games+ Learning+ Society 8:1 (2012), 223–230.
    • (2012) Games+ Learning+ Society , vol.8 , Issue.1 , pp. 223-230
    • Nicholson, S.1
  • 53
    • 0003571142 scopus 로고
    • The psychology of everyday actions. The design of everyday things
    • Doubleday/Currency New York
    • Norman, D.A., The psychology of everyday actions. The design of everyday things. 1990, Doubleday/Currency, New York.
    • (1990)
    • Norman, D.A.1
  • 54
    • 84878632656 scopus 로고    scopus 로고
    • Enhancing professional learning and teaching through technology: A synthesis of evidence-based practice among teachers in higher education
    • High Education Academy York, UK
    • Price, L., Kirkwood, A., Enhancing professional learning and teaching through technology: A synthesis of evidence-based practice among teachers in higher education. 2011, High Education Academy, York, UK.
    • (2011)
    • Price, L.1    Kirkwood, A.2
  • 55
    • 45949085905 scopus 로고    scopus 로고
    • The relationship of perceived flexibility, supportive work–life policies, and use of formal flexible arrangements and occasional flexibility to employee engagement and expected retention
    • Richman, A.L., Civian, J.T., Shannon, L.L., Jeffrey Hill, E., Brennan, R.T., The relationship of perceived flexibility, supportive work–life policies, and use of formal flexible arrangements and occasional flexibility to employee engagement and expected retention. Community, Work and Family 11:2 (2008), 183–197.
    • (2008) Community, Work and Family , vol.11 , Issue.2 , pp. 183-197
    • Richman, A.L.1    Civian, J.T.2    Shannon, L.L.3    Jeffrey Hill, E.4    Brennan, R.T.5
  • 56
    • 84959300834 scopus 로고    scopus 로고
    • Student part-time work increases
    • Richmond, L., Student part-time work increases. Times Higher Education, 2, 2013.
    • (2013) Times Higher Education , vol.2
    • Richmond, L.1
  • 57
    • 85043751872 scopus 로고    scopus 로고
    • Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being
    • Ryan, R.M., Deci, E.L., Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist 55:1 (2000), 68–78.
    • (2000) American Psychologist , vol.55 , Issue.1 , pp. 68-78
    • Ryan, R.M.1    Deci, E.L.2
  • 60
    • 0002184755 scopus 로고
    • A theory of school and classroom organization
    • Slavin, R.E., A theory of school and classroom organization. Educational Psychologist 22:2 (1987), 89–108.
    • (1987) Educational Psychologist , vol.22 , Issue.2 , pp. 89-108
    • Slavin, R.E.1
  • 62
    • 0003662388 scopus 로고    scopus 로고
    • Differentiated classroom: Responding to the needs of all learners
    • Ascd Alexandria, VA, USA
    • Tomlinson, C.A., Differentiated classroom: Responding to the needs of all learners. 2014, Ascd, Alexandria, VA, USA.
    • (2014)
    • Tomlinson, C.A.1
  • 63
    • 0001900517 scopus 로고    scopus 로고
    • A longitudinal field investigation of gender differences in individual technology adoption decision-making processes
    • Venkatesh, V., Morris, M.G., Ackerman, P.L., A longitudinal field investigation of gender differences in individual technology adoption decision-making processes. Organizational Behavior and Human Decision Processes 83:1 (2000), 33–60.
    • (2000) Organizational Behavior and Human Decision Processes , vol.83 , Issue.1 , pp. 33-60
    • Venkatesh, V.1    Morris, M.G.2    Ackerman, P.L.3
  • 64
    • 84879495414 scopus 로고    scopus 로고
    • 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
  • 65
    • 71949094515 scopus 로고    scopus 로고
    • Looking for gender: Gender roles and behaviors among online gamers
    • Williams, D., Consalvo, M., Caplan, S., Yee, N., Looking for gender: Gender roles and behaviors among online gamers. Journal of Communication 59:4 (2009), 700–725.
    • (2009) Journal of Communication , vol.59 , Issue.4 , pp. 700-725
    • Williams, D.1    Consalvo, M.2    Caplan, S.3    Yee, N.4
  • 68
    • 84858179538 scopus 로고    scopus 로고
    • Gamification by design: Implementing game mechanics in web and mobile apps
    • O'Reilly Media, Inc
    • Zichermann, G., Cunningham, C., Gamification by design: Implementing game mechanics in web and mobile apps. 2011, O'Reilly Media, Inc.
    • (2011)
    • Zichermann, G.1    Cunningham, C.2


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.