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Casual Social Games as Serious Games: The Psychology of Gamification in Undergraduate Education and Employee Training
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“For example, by analysing data from 385 college students, Landers and Callan(2011) demonstrated that game- based elements in online courses could significantly improve student participation and completion rates.”
From Game‐Based Learning for Asynchronous AI Literacy Course: Approach to Improve Students' Cognitive, Behavioural, Affective, and Ethical Learning of AI (2026) · cites this paper as Landers and Callan 2011
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Metadata
- Authors
- Landers, R. N., & Callan, R. C.
- Affiliations
- Old Dominion University (US)
- Corresponding author
- Landers, Richard N.
- ORCID
- Landers, Richard N.
- Venue
- Serious Games and Edutainment Applications
- Publisher
- Springer London
- Published
- 2011
- Pages
- 399-423
- OpenAlex
- W2133209125
- Cited by
- 272
- References
- 39
- Citations by year
- 2026: 9 · 2025: 12 · 2024: 12 · 2023: 18 · 2022: 26 · 2021: 23 · 2020: 13 · 2019: 29 · 2018: 15 · 2017: 34 · 2016: 21 · 2015: 20 · 2014: 25 · 2013: 8 · 2012: 7
- FWCI
- 43.66
- Type
- book chapter
- Language
- en
- Open access
- closed
- Licence
- www.springer.com/tdm (tdm)
- Locations
- Springer eBooks (publishedVersion)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Physical Sciences › Computer Science › Computer Science Applications › Online Learning and Analytics
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Keywords
- gamification, serious games, social games, student motivation, online quizzes, social reward, social networking sites, goal setting theory, social media, instructional design, undergraduate education, employee training, psychology of learning
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