-
1
-
-
84923356945
-
Flipping the classroom applications to curriculum redesign for an introduction to management course: Impact on grades
-
Albert, M., Beatty, B.J., Flipping the classroom applications to curriculum redesign for an introduction to management course: Impact on grades. The Journal of Education for Business 89:8 (2014), 419–424, 10.1080/08832323.2014.929559.
-
(2014)
The Journal of Education for Business
, vol.89
, Issue.8
, pp. 419-424
-
-
Albert, M.1
Beatty, B.J.2
-
2
-
-
84908216003
-
Engaging with massive online courses
-
ACM
-
Anderson, A., Huttenlocher, D., Kleinberg, J., Leskovec, J., Engaging with massive online courses. Proceedings of the 23rd international conference on World wide web, 2014, ACM, 687–698.
-
(2014)
Proceedings of the 23rd international conference on World wide web
, pp. 687-698
-
-
Anderson, A.1
Huttenlocher, D.2
Kleinberg, J.3
Leskovec, J.4
-
3
-
-
84856565275
-
Design-based research: A decade of progress in education research?
-
Anderson, T., Shattuck, J., Design-based research: A decade of progress in education research?. Educational Researcher 41:1 (2012), 16–25.
-
(2012)
Educational Researcher
, vol.41
, Issue.1
, pp. 16-25
-
-
Anderson, T.1
Shattuck, J.2
-
5
-
-
84927592582
-
Improving participation and learning with gamification
-
ACM
-
Barata, G., Gama, S., Jorge, J., Gonçalves, D., Improving participation and learning with gamification. Paper presented at the proceedings of the Gamification’13, 2013, 2013, ACM.
-
(2013)
Paper presented at the proceedings of the Gamification’13, 2013
-
-
Barata, G.1
Gama, S.2
Jorge, J.3
Gonçalves, D.4
-
6
-
-
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 https://doi.org/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
-
7
-
-
85068083492
-
Personal causation: The internal affective determinants of behavior
-
Routledge
-
de Charms, R., Personal causation: The internal affective determinants of behavior. 2013, Routledge.
-
(2013)
-
-
de Charms, R.1
-
8
-
-
0002865579
-
Intrinsic rewards and emergent motivation
-
M.R. Lepper D. Greene Wiley
-
Csikszentmihalyi, M., Intrinsic rewards and emergent motivation. Lepper, M.R., Greene, D., (eds.) The hidden costs of reward: New perspectives on the psychology of human motivation, 1978, Wiley, 205–216.
-
(1978)
The hidden costs of reward: New perspectives on the psychology of human motivation
, pp. 205-216
-
-
Csikszentmihalyi, M.1
-
9
-
-
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.
-
(2014)
Computers & Education
, vol.75
, pp. 82-91
-
-
De-Marcos, L.1
Domínguez, A.2
Saenz-de-Navarrete, J.3
Pagés, C.4
-
10
-
-
46549093061
-
The general causality orientations scale: Self-determination in personality
-
Deci, E.L., Ryan, R.M., The general causality orientations scale: Self-determination in personality. Journal of Research in Personality 19:2 (1985), 109–134.
-
(1985)
Journal of Research in Personality
, vol.19
, Issue.2
, pp. 109-134
-
-
Deci, E.L.1
Ryan, R.M.2
-
11
-
-
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), 227–268.
-
(2000)
Psychological Inquiry
, vol.11
, Issue.4
, pp. 227-268
-
-
Deci, E.L.1
Ryan, R.M.2
-
12
-
-
84929612857
-
The lens of intrinsic skill atoms: A method for gameful design
-
Deterding, S., The lens of intrinsic skill atoms: A method for gameful design. Human-computer Interaction 30 (2015), 294–335.
-
(2015)
Human-computer Interaction
, vol.30
, pp. 294-335
-
-
Deterding, S.1
-
13
-
-
84860665893
-
From game design elements to gamefulness: Defining gamification
-
ACM
-
Deterding, S., Dixon, D., Khaled, R., Nacke, L., From game design elements to gamefulness: Defining gamification. Proceedings of the 15th international academic MindTrek Conference: Envisioning future media environments, 2011, ACM, 9–15.
-
(2011)
Proceedings of the 15th international academic MindTrek Conference: Envisioning future media environments
, pp. 9-15
-
-
Deterding, S.1
Dixon, D.2
Khaled, R.3
Nacke, L.4
-
14
-
-
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.
-
(2015)
Educational Technology & Society
, vol.18
, Issue.3
-
-
Dicheva, D.1
Dichev, C.2
Agre, G.3
Angelova, G.4
-
15
-
-
84892894333
-
Looking at the impact of the flipped classroom model of instruction on undergraduate multimedia students at CSUN
-
Enfield, J., Looking at the impact of the flipped classroom model of instruction on undergraduate multimedia students at CSUN. TechTrends 57:6 (2013), 14–27.
-
(2013)
TechTrends
, vol.57
, Issue.6
, pp. 14-27
-
-
Enfield, J.1
-
16
-
-
84949183765
-
Whither, badges? or wither, badges! A metastudy of badges in computer science education to clarify effects, significance and influence
-
ACM
-
Falkner, N.J., Falkner, K.E., Whither, badges? or wither, badges! A metastudy of badges in computer science education to clarify effects, significance and influence. Proceedings of the 14th Koli calling international conference on computing education research, 2014, ACM, 127–135.
-
(2014)
Proceedings of the 14th Koli calling international conference on computing education research
, pp. 127-135
-
-
Falkner, N.J.1
Falkner, K.E.2
-
17
-
-
4644234910
-
A theory of social comparison processes
-
Festinger, L., A theory of social comparison processes. Human Relations 7:2 (1954), 117–140.
-
(1954)
Human Relations
, vol.7
, Issue.2
, pp. 117-140
-
-
Festinger, L.1
-
18
-
-
84929305009
-
The flipped classroom in world history
-
Gaughan, J.E., The flipped classroom in world history. The History Teacher 47:2 (2014), 221–244.
-
(2014)
The History Teacher
, vol.47
, Issue.2
, pp. 221-244
-
-
Gaughan, J.E.1
-
19
-
-
84918562674
-
Enhancing the student engagement using flipped class
-
Gilboy, M., Heinerichs, S., Pazzaglia, G., Enhancing the student engagement using flipped class. Journal of Nutrition Education and Behavior 47:1 (2015), 109–114.
-
(2015)
Journal of Nutrition Education and Behavior
, vol.47
, Issue.1
, pp. 109-114
-
-
Gilboy, M.1
Heinerichs, S.2
Pazzaglia, G.3
-
20
-
-
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, 2017 https://doi.org/10.1016/j.chb.2015.03.036.
-
(2017)
Computers in Human Behavior
-
-
Hamari, J.1
-
21
-
-
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. Proceedings of the 47th Hawaii international conference on system science (HICSS), 2014, IEEE, 3025–3034.
-
(2014)
Proceedings of the 47th Hawaii international conference on system science (HICSS)
, pp. 3025-3034
-
-
Hamari, J.1
Koivisto, J.2
Sarsa, H.3
-
22
-
-
84957596337
-
Exploring undergraduates’ perspectives and flipped learning readiness in their flipped classrooms
-
Hao, Y., Exploring undergraduates’ perspectives and flipped learning readiness in their flipped classrooms. Computers in Human Behavior 59 (2016), 82–92 https://doi.org/10.1016/j.chb.2016.01.032.
-
(2016)
Computers in Human Behavior
, vol.59
, pp. 82-92
-
-
Hao, Y.1
-
23
-
-
84962366892
-
Middle school students’ flipped learning readiness in foreign language classrooms: Exploring its relationship with personal characteristics and individual circumstances
-
Hao, Y., Middle school students’ flipped learning readiness in foreign language classrooms: Exploring its relationship with personal characteristics and individual circumstances. Computers in Human Behavior 59 (2016), 295–303.
-
(2016)
Computers in Human Behavior
, vol.59
, pp. 295-303
-
-
Hao, Y.1
-
24
-
-
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 https://doi.org/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
-
25
-
-
32144459686
-
MDA: A formal approach to game design and game research
-
Hunicke, R., LeBlanc, M., Zubek, R., MDA: A formal approach to game design and game research. Proceedings of the AAAI Workshop on Challenges in Game AI, 4(1), 2004.
-
(2004)
Proceedings of the AAAI Workshop on Challenges in Game AI
, vol.4
, Issue.1
-
-
Hunicke, R.1
LeBlanc, M.2
Zubek, R.3
-
26
-
-
84899738636
-
An experience report on using gamification in technical higher education
-
ACM
-
Iosup, A., Epema, D., An experience report on using gamification in technical higher education. Proceedings of the 45th ACM technical symposium on computer science education, 2014, ACM, 27–32.
-
(2014)
Proceedings of the 45th ACM technical symposium on computer science education
, pp. 27-32
-
-
Iosup, A.1
Epema, D.2
-
27
-
-
85048938071
-
Top 4 gamification problems to avoid
-
Retrieved from
-
Jenkins, J., Top 4 gamification problems to avoid. 2016 Retrieved from: https://elearningindustry.com/top-4-gamification-problems-avoid.
-
(2016)
-
-
Jenkins, J.1
-
28
-
-
84900494957
-
The experience of three flipped classrooms in an urban university: An exploration of design principles
-
Kim, M.K., Kim, S.M., Khera, O., Getman, J., The experience of three flipped classrooms in an urban university: An exploration of design principles. The Internet and Higher Education 22 (2014), 37–50, 10.1016/j.iheduc.2014.04.003.
-
(2014)
The Internet and Higher Education
, vol.22
, pp. 37-50
-
-
Kim, M.K.1
Kim, S.M.2
Khera, O.3
Getman, J.4
-
29
-
-
85048937887
-
Implementation model for the gamification of business processes: A study from the field of material handling
-
Springer Singapore
-
Klevers, M., Sailer, M., Günthner, W.A., Implementation model for the gamification of business processes: A study from the field of material handling. Simulation and gaming in the network society, 2016, Springer Singapore, 173–184, 10.1007/978-981-10-0575-6_14.
-
(2016)
Simulation and gaming in the network society
, pp. 173-184
-
-
Klevers, M.1
Sailer, M.2
Günthner, W.A.3
-
30
-
-
84905482895
-
Gamification at work: Designing engaging business software
-
The Interaction Design Foundation Aarhus: the Netherlands
-
Kumar, J.M., Herger, M., Gamification at work: Designing engaging business software. 2013, The Interaction Design Foundation, Aarhus: the Netherlands.
-
(2013)
-
-
Kumar, J.M.1
Herger, M.2
-
31
-
-
84969654954
-
A self-regulated flipped classroom approach to improving students’ learning performance in a mathematics course
-
Lai, C.L., Hwang, G.J., A self-regulated flipped classroom approach to improving students’ learning performance in a mathematics course. Computers & Education 100 (2016), 126–140.
-
(2016)
Computers & Education
, vol.100
, pp. 126-140
-
-
Lai, C.L.1
Hwang, G.J.2
-
32
-
-
84940094051
-
Gamification of task performance with leaderboards: A goal setting experiment
-
Landers, R.N., Bauer, K.N., Callan, R.C., Gamification of task performance with leaderboards: A goal setting experiment. Computers in Human Behavior 71 (2017), 508–515.
-
(2017)
Computers in Human Behavior
, vol.71
, pp. 508-515
-
-
Landers, R.N.1
Bauer, K.N.2
Callan, R.C.3
-
33
-
-
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.
-
(2014)
Simulation & Gaming
, vol.45
, Issue.6
, pp. 769-785
-
-
Landers, R.N.1
Landers, A.K.2
-
34
-
-
84869070975
-
GamiCAD: A gamified tutorial system for first time AutoCAD users
-
ACM
-
Li, W., Grossman, T., Fitzmaurice, G., GamiCAD: A gamified tutorial system for first time AutoCAD users. Proceedings of the 25th annual ACM symposium on user interface software and technology, 2012, October, ACM, 103–112.
-
(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
-
35
-
-
0003603942
-
Goal setting: A motivational technique that works!
-
Prentice Hall
-
Locke, E.A., Latham, G.P., Goal setting: A motivational technique that works!. 1984, Prentice Hall.
-
(1984)
-
-
Locke, E.A.1
Latham, G.P.2
-
36
-
-
84870885674
-
Building a practically useful theory of goal setting and task motivation: A 35-year odyssey
-
Locke, E.A., Latham, G.P., Building a practically useful theory of goal setting and task motivation: A 35-year odyssey. American Psychologist, 57(9), 2002, 705, 10.1037//0003-066X.57.9.705.
-
(2002)
American Psychologist
, vol.57
, Issue.9
, pp. 705
-
-
Locke, E.A.1
Latham, G.P.2
-
37
-
-
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
-
38
-
-
85038026294
-
Flips and flops: A new approach to a traditonal law course
-
Marcum, T.M., Perry, S.J., Flips and flops: A new approach to a traditonal law course. Journal of Legal Studies Education 32:2 (2015), 255–286.
-
(2015)
Journal of Legal Studies Education
, vol.32
, Issue.2
, pp. 255-286
-
-
Marcum, T.M.1
Perry, S.J.2
-
39
-
-
0004100011
-
The achieving society
-
Van Nostrand Princeton, NJ
-
McClelland, D.C., The achieving society. 1961, Van Nostrand, Princeton, NJ.
-
(1961)
-
-
McClelland, D.C.1
-
40
-
-
84940859888
-
Towards understanding the effects of individual gamification elements on intrinsic motivation and performance
-
Mekler, E.D., Brühlmann, F., Tuch, A.N., Opwis, K., Towards understanding the effects of individual gamification elements on intrinsic motivation and performance. Computers in Human Behavior, 2017 https://doi.org/10.1016/j.chb.2015.08.048.
-
(2017)
Computers in Human Behavior
-
-
Mekler, E.D.1
Brühlmann, F.2
Tuch, A.N.3
Opwis, K.4
-
41
-
-
33744758928
-
Technological pedagogical content knowledge: A framework for teacher knowledge
-
Mishra, P., Koehler, M.J., Technological pedagogical content knowledge: A framework for teacher knowledge. Teachers College Record, 108(6), 2006, 1017.
-
(2006)
Teachers College Record
, vol.108
, Issue.6
, pp. 1017
-
-
Mishra, P.1
Koehler, M.J.2
-
42
-
-
85021860828
-
How to gamify? A method for designing gamification
-
Morschheuser, B., Werder, K., Hamari, J., Abe, J., How to gamify? A method for designing gamification. 2017.
-
(2017)
-
-
Morschheuser, B.1
Werder, K.2
Hamari, J.3
Abe, J.4
-
44
-
-
77955236517
-
Flow theory and research. Handbook of positive psychology
-
Nakamura, J., Csikszentmihalyi, M., Flow theory and research. Handbook of positive psychology. 2009.
-
(2009)
-
-
Nakamura, J.1
Csikszentmihalyi, M.2
-
45
-
-
84923384680
-
Flipped learning in the workplace
-
Nederveld, A., Berge, Z.L., Flipped learning in the workplace. Journal of Workplace Learning 27:2 (2015), 162–172 https://doi.org/10.1108/JWL-06-2014-0044.
-
(2015)
Journal of Workplace Learning
, vol.27
, Issue.2
, pp. 162-172
-
-
Nederveld, A.1
Berge, Z.L.2
-
47
-
-
84859060103
-
Experimental study of informal rewards in peer production
-
Retrieved from
-
Restivo, M., van de Rijt, A., Experimental study of informal rewards in peer production. PLoS One, 7(3), 2012 Retrieved from: http://journals.plos.org/plosone/article?id=10.1371/journal.pone.0034358.
-
(2012)
PLoS One
, vol.7
, Issue.3
-
-
Restivo, M.1
van de Rijt, A.2
-
48
-
-
84955120355
-
Studying gamification: The effect of rewards and incentives on motivation
-
Springer International Publishing
-
Richter, G., Raban, D.R., Rafaeli, S., Studying gamification: The effect of rewards and incentives on motivation. Gamification in education and business, 2015, Springer International Publishing, 21–46.
-
(2015)
Gamification in education and business
, pp. 21-46
-
-
Richter, G.1
Raban, D.R.2
Rafaeli, S.3
-
49
-
-
84964562291
-
Gamification: A framework for designing software in e-banking
-
Rodrigues, L.F., Costa, C.J., Oliveira, A., Gamification: A framework for designing software in e-banking. Computers in Human Behavior 62 (2016), 620–634 https://doi.org/10.1016/j.chb.2016.04.035.
-
(2016)
Computers in Human Behavior
, vol.62
, pp. 620-634
-
-
Rodrigues, L.F.1
Costa, C.J.2
Oliveira, A.3
-
50
-
-
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 https://doi.org/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
-
51
-
-
28444439909
-
The impact of role assignment on knowledge construction in asynchronous discussion groups
-
Schellens, T., Keer, H.V., Valcke, M., The impact of role assignment on knowledge construction in asynchronous discussion groups. Small Group Research 36:6 (2005), 704–745.
-
(2005)
Small Group Research
, vol.36
, Issue.6
, pp. 704-745
-
-
Schellens, T.1
Keer, H.V.2
Valcke, M.3
-
52
-
-
84884683162
-
Self-efficacy and academic motivation
-
Schunk, D.H., Self-efficacy and academic motivation. Educational Psychologist 26:3–4 (1991), 207–231.
-
(1991)
Educational Psychologist
, vol.26
, Issue.3-4
, pp. 207-231
-
-
Schunk, D.H.1
-
53
-
-
38249002073
-
Goals and progress feedback: Effects on self-efficacy and writing achievement
-
Schunk, D.H., Swartz, C.W., Goals and progress feedback: Effects on self-efficacy and writing achievement. Contemporary Educational Psychology 18:3 (1993), 337–354.
-
(1993)
Contemporary Educational Psychology
, vol.18
, Issue.3
, pp. 337-354
-
-
Schunk, D.H.1
Swartz, C.W.2
-
55
-
-
0042664184
-
Student engagement in high school classrooms from the perspective of flow theory
-
Shernoff, D.J., Csikszentmihalyi, M., Shneider, B., Shernoff, E.S., Student engagement in high school classrooms from the perspective of flow theory. School Psychology Quarterly, 18(2), 2003, 158.
-
(2003)
School Psychology Quarterly
, vol.18
, Issue.2
, pp. 158
-
-
Shernoff, D.J.1
Csikszentmihalyi, M.2
Shneider, B.3
Shernoff, E.S.4
-
56
-
-
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.
-
(2013)
Computers in Human Behavior
, vol.29
, Issue.2
, pp. 345-353
-
-
Simões, J.1
Redondo, R.D.2
Vilas, A.F.3
-
57
-
-
0004144751
-
Science and human behavior
-
Simon and Schuster
-
Skinner, B.F., Science and human behavior. 1953, Simon and Schuster.
-
(1953)
-
-
Skinner, B.F.1
-
58
-
-
0001954455
-
The origins of cognitive thought
-
Skinner, B.F., The origins of cognitive thought. American Psychologist, 44(1), 1989, 13.
-
(1989)
American Psychologist
, vol.44
, Issue.1
, pp. 13
-
-
Skinner, B.F.1
-
59
-
-
84890875836
-
Flipped classroom model improves graduate student performance in cardiovascular, respiratory, and renal physiology
-
Tune, J.D., Sturek, M., Basile, D.P., Flipped classroom model improves graduate student performance in cardiovascular, respiratory, and renal physiology. Advances in Physiology Education 37:4 (2013), 316–320, 10.1152/advan.00091.2013.
-
(2013)
Advances in Physiology Education
, vol.37
, Issue.4
, pp. 316-320
-
-
Tune, J.D.1
Sturek, M.2
Basile, D.P.3
-
60
-
-
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
-
61
-
-
0003845143
-
Educational psychology
-
7th ed. Allyn & Bacon
-
Woolfolk, A., Educational psychology. 7th ed., 1998, Allyn & Bacon.
-
(1998)
-
-
Woolfolk, A.1
-
62
-
-
84858179538
-
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
|