The DOI matches its Crossref record; 24 of the 24 references it cites were found in a registry or an index.
Gamification of Education: A Review of Literature
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Citations
Cites
Flow: the psychology of optimal experience
(1990) · Choice Reviews Online · doi:10.5860/choice.28-0597 · Cited by 12,637
Design Science in Information Systems Research1
Hevner, A. R., March, S. T., Park, J., & Ram, S. (2004) · MIS Quarterly · doi:10.2307/25148625 · Cited by 10,707 · cited 1×
“We encourage practitioners and researchers to use a design science approach [26] to evaluate the impact of gamification in education.”
MethodDesign science in information systems research
(2004) · Journal of the Association for Information Systems · doi:10.5555/2017212.2017217 · Cited by 8,254
Flow: The Psychology of Optimal Experience
Mirvis, P. H., & Csikszentmihalyi, M. (1991) · The Academy of Management Review · doi:10.2307/258925 · Cited by 3,611
Finding flow: the psychology of engagement with everyday life
(1997) · Choice Reviews Online · doi:10.5860/choice.35-1828 · Cited by 3,522
Gibson, D., Ostashewski, N., Flintoff, K., Grant, S., & Knight, E. (2015) · Education and Information Technologies · doi:10.1007/s10639-013-9291-7 · Cited by 448
Engaging Engineering Students with Gamification
Barata, G., Gama, S., Jorge, J., & Goncalves, D. (2013) · 2013 5th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES) · doi:10.1109/vs-games.2013.6624228 · Cited by 312
A case study in the gamification of a university-level games development course
O'Donovan, S., Gain, J., & Marais, P. (2013) · Proceedings of the South African Institute for Computer Scientists and Information Technologists Conference · doi:10.1145/2513456.2513469 · Cited by 287
Berkling, K., & Thomas, C. (2013) · International Conference on Interactive Collaborative Learning · doi:10.1109/icl.2013.6644642 · Cited by 170
Gamification and Web-based Homework
Goehle, G. (2013) · PRIMUS · doi:10.1080/10511970.2012.736451 · Cited by 169
Cited by
(2015) · Educational Technology & Society · Cited by 1,551
Gamification of health professions education: a systematic review
van Gaalen, A. E. J., Brouwer, J., Schönrock-Adema, J., Bouwkamp-Timmer, T., Jaarsma, A. D. C., & Georgiadis, J. R. (2021) · Advances in Health Sciences Education · doi:10.1007/s10459-020-10000-3 · Cited by 625
The maturing of gamification research
Nacke, L. E., & Deterding, S. (2017) · Computers in Human Behavior · doi:10.1016/j.chb.2016.11.062 · Cited by 493
Lampropoulos, G., Keramopoulos, E., Diamantaras, K., & Evangelidis, G. (2022) · Applied Sciences · doi:10.3390/app12136809 · Cited by 462
(2018) · Tampere University Institutional Repository (Tampere University) · Cited by 349
Metadata
- Authors
- Nah, F. F.-H., Zeng, Q., Telaprolu, V. R., Ayyappa, A. P., & Eschenbrenner, B.
- Venue
- Lecture Notes in Computer Science
- Publisher
- Springer International Publishing
- Published
- 2014
- Pages
- 401-409
- ISSN
- 0302-9743 (ISSN-L)
- 1611-3349
- OpenAlex
- W153693754
- Cited by
- 477
- References
- 24
- FWCI
- 33.98
- Type
- conference paper
- Language
- en
- Open access
- green
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- Nah, F. F.-H., Zeng, Q., Telaprolu, V. R., Ayyappa, A. P., & Eschenbrenner, B. (2014). Gamification of Education: A Review of Literature. Lecture Notes in Computer Science. https://doi.org/10.1007/978-3-319-07293-7_39
Data sources
Bibliographic data: Semantic Scholar, OpenAlex, Crossref.
Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.