Gamification for educational purposes: What are the factors contributing to varied effectiveness?
Author:
Publisher
Springer Science and Business Media LLC
Subject
Library and Information Sciences,Education
Link
https://link.springer.com/content/pdf/10.1007/s10639-021-10642-9.pdf
Reference92 articles.
1. Adukaite, A., van Zyl, I., Er, Ş., & Cantoni, L. (2017). Teacher perceptions on the use of digital gamified learning in tourism education: The case of South African secondary schools. Computers & Education, 111, 172–190. https://doi.org/10.1016/j.compedu.2017.04.008.
2. All, A., Castellar, E. P. N., & Van Looy, J. (2016). Assessing the effectiveness of digital game-based learning: Best practices. Computers & Education, 92, 90–103. https://doi.org/10.1016/j.compedu.2015.10.007.
3. Anderson, A., Huttenlocher, D., Kleinberg, J., & Leskovec, J. (2013). Steering user behavior with badges. Paper presented at the Proceedings of the 22nd international conference on World Wide Web. https://doi.org/10.1145/2488388.2488398.
4. Antin, J., & Churchill, E. F. (2011). Badges in social media: A social psychological perspective. Paper presented at the CHI 2011 Gamification Workshop Proceedings.
5. Appleton, J. J., Christenson, S. L., Kim, D., & Reschly, A. L. (2006). Measuring cognitive and psychological engagement: Validation of the Student Engagement Instrument. Journal of School Psychology, 44(5), 427–445. https://doi.org/10.1016/j.jsp.2006.04.002.
Cited by 49 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献
1. Gamification Attributes to Enhance Socio-Vocational Readiness Among People with Autism Spectrum Disorder and Intellectual Developmental Disabilities: A Conceptual Paper;International Journal of Human–Computer Interaction;2024-08-12
2. Researchers’ Theater: Enhancing Student Engagement in an Introductory Research Course;Occupational Therapy In Health Care;2024-07-08
3. Personalized gamification versus one-size-fits-all gamification in fully online learning: Effects on student motivational, behavioral and cognitive outcomes;Learning and Individual Differences;2024-07
4. Can ChatGPT Match the Experts? A Feedback Comparison for Serious Game Development;International Journal of Serious Games;2024-06-26
5. University Students'Acceptance Intention to MOOC Learning: The Involvement of Academic and Emotional Support;Proceedings of the 2024 9th International Conference on Distance Education and Learning;2024-06-14
1.学者识别学者识别
2.学术分析学术分析
3.人才评估人才评估
"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370
www.globalauthorid.com
TOP
Copyright © 2019-2024 北京同舟云网络信息技术有限公司 京公网安备11010802033243号 京ICP备18003416号-3