The Road to Gamification

Author:

Dolowitz Annetta R.

Publisher

Springer Science and Business Media LLC

Subject

Computer Science Applications,Education

Reference34 articles.

1. Bai, S., Hew, K. F., & Huang, B. (2020). Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts. Educational Research Review, 30, 100322. https://doi.org/10.1016/j.edurev.2020.100322

2. Bartle, R. (1996). Hearts, clubs, diamonds, spades: Players who suit MUDs. Journal of MUD Research, 1(1). Retrieved from https://www.researchgate.net/publication/247190693

3. Bateman, C., Lowenhaupt, R., & Nacke, L. E. (2011). Player typology in theory and practice. In Proceedings of DiGRA 2011. Hilversum.

4. Briffa, M., Jaftha, N., Loreto, G., Chircop, T., & Morone, F. (2020). Improved students' performance within gamified learning environment: A meta-analysis. International Journal of Education and Research, 8(1), 223–244.

5. Codish, D., & Ravid, G. (2014). Personality based gamification-educational gamification for extroverts and introverts. In A. C.-V. Y. Eshet-Alkalai (Ed.), Proceedings of the 9th Chais Conference for the Study of Innovation and Learning Technologies: Learning in the Technological Era (pp. 36–44). The Open University of Israel.

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