The DOI matches its Crossref record; 57 of the 58 references it cites were found in a registry or an index.
Gamified learning in higher education: A systematic review of the literature
Overview
Integrity signals
Registry
Cites
Statistics
Verification
Claims the paper makes
Claims other papers make about this one
Each is checked against this paper’s own text: does it say what the citing paper says it does?
In the citing paper
“In mathematics, incorporating game elements into the curriculum can create more dynamic and interactive experiences, motivating students to participate more actively (Sailer & Homner, 2020;Subhash & Cudney, 2018).”
From Gamification on Mathematics Engagement and Motivation in Secondary School and Higher Education: A Systematic Review and Meta-Analysis (2026) · cites this paper as Subhash & Cudney, 2018
Citations
Cites
Ryan, R. M., & Deci, E. L. (2000) · American Psychologist · doi:10.1037//0003-066x.55.1.68 · Cited by 54,599
From game design elements to gamefulness: defining "gamification"
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011) · Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments · doi:10.1145/2181037.2181040 · Cited by 8,402
Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification
Hamari, J., Koivisto, J., & Sarsa, H. (2014) · 2014 47th Hawaii International Conference on System Sciences · doi:10.1109/hicss.2014.377 · Cited by 5,201
Kapp, K. M. (2012) · Cited by 3,753
Games, Motivation, and Learning: A Research and Practice Model
Garris, R. D., Ahlers, R. H., & Driskell, J. E. (2002) · Simulation & Gaming · doi:10.1177/1046878102238607 · Cited by 3,480
The motivational pull of video games: a self-determination theory approach
Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006) · Motivation and Emotion · doi:10.1007/s11031-006-9051-8 · Cited by 3,332
A systematic literature review of empirical evidence on computer games and serious games
Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012) · Computers & Education · doi:10.1016/j.compedu.2012.03.004 · Cited by 2,890
Sailer, M., Hense, J. U., Mayr, S. K., & Mandl, H. (2017) · Computers in Human Behavior · doi:10.1016/j.chb.2016.12.033 · Cited by 2,064
Hamari, J., Shernoff, D. J., Rowe, E., Coller, B., Asbell-Clarke, J., & Edwards, T. (2016) · Computers in Human Behavior · doi:10.1016/j.chb.2015.07.045 · Cited by 1,713
From Game Design Elements to Gamefulness: Defining “Gamification”
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. E. (2011) · IT University Of Copenhagen (IT University of Copenhagen) · Cited by 1,341
Flagged first, then by citations
1 of the 58 references couldn’t be matched to a known paper.
Research works printed but not linked: 1
- Yee, 2006, Vol. 34, 187
Cited by
Sorted by citations
Items 201–300 of 874
Bray, L., Antoniou, P. E., Nikolaidou, M., Fides-Valero, Á., Roberts, T. E., Ahonen, O. M., Häyrinen, S., Campos-Díaz, E., & Bamidis, P. D. (2022) · International Journal of Educational Research · doi:10.1016/j.ijer.2022.102123 · Cited by 16
Lee, J., Lim, R., Mohamad, F. S., Chan, K. G., & Mas’ud, F. H. (2023) · Journal of University Teaching and Learning Practice · doi:10.53761/1.20.01.16 · Cited by 17
Rajan, M. H., Herbert, C. A., & Polly, P. (2024) · Thinking Skills and Creativity · doi:10.1016/j.tsc.2024.101732 · Cited by 35
Innovation in project management education - let’s get serious!
Tews, T., Skulmoski, G. J., Langston, C., & Patching, A. (2020) · Construction Economics and Building · doi:10.5130/ajceb.v20i3.7040 · Cited by 16
Song, C. E., & Park, H. (2021) · The Journal of Continuing Education in Nursing · doi:10.3928/00220124-20210804-05 · Cited by 16
Sabri, Z., Fakhri, Y., & Moumen, A. (2022) · Statistics Optimization & Information Computing · doi:10.19139/soic-2310-5070-1115 · Cited by 16
Sambo, K. U., Shishah, W., & Isiaku, L. (2025) · Information Development · doi:10.1177/02666669251331268 · Cited by 31
The influence of automated praise on behavior and performance.
Motz, B. A., Canning, E. A., Green, D. J.-A., Mallon, M. G., & Quick, J. (2021) · Technology Mind and Behavior · doi:10.1037/tmb0000042 · Cited by 15
Exploring Interest Formation in English Learning through XploreRAFE+: A Gamified AR Mobile App
Wang, D., Khambari, M. N. M., Wong, S. L., & Razali, A. B. (2021) · Sustainability · doi:10.3390/su132212792 · Cited by 15
Using online student interactions to predict performance in a first-year computing science course
Goundar, S., Deb, A., Lal, G., & Naseem, M. (2022) · Technology Pedagogy and Education · doi:10.1080/1475939x.2021.2021977 · Cited by 16
Jang, E. C. (2022) · Nursing Clinics of North America · doi:10.1016/j.cnur.2022.06.003 · Cited by 15
Percepciones del alumnado universitario sobre gamificación, diseño y validación de un instrumento
Domínguez, V. S., de-Alba-Fernández, N., & Navarro‐Medina, E. (2023) · Profesorado Revista de Currículum y Formación del Profesorado · doi:10.30827/profesorado.v27i1.21198 · Cited by 15
Using scaffolding theory in serious games to enhance traditional Chinese murals culture learning
Li, Q., Wang, P., Liu, Z., Zhang, H., Song, Y., & Zhang, Y. (2023) · Computer Animation and Virtual Worlds · doi:10.1002/cav.2213 · Cited by 15
Next-Gen Learning: Gamifications impact on higher education
Mushtaq, N., Nazeer, N., Fayaz, I., & Gulzar, F. (2025) · Education and Information Technologies · doi:10.1007/s10639-025-13431-w · Cited by 21
Serious Games Effect Analysis On Player's Characteristics
Kaimara, P., Fokides, E., Plerou, A., Atsikpasi, P., & Deliyannis, I. (2019) · International Journal of Smart Education and Urban Society · doi:10.4018/ijseus.2020010106 · Cited by 16
The Influence of Gamification and Platform Affordances on User Engagement in Online Learning
Veryaeva, K., & Solovyeva, O. (2021) · International Journal of Distance Education Technologies · doi:10.4018/ijdet.2021010101 · Cited by 14
Developing a Platform for using Game-Based Learning in Vocational Education and Training
North, B., Diab, M., Lameras, P., Zaraik, J., Philippe, S., Müller, J., & Fischer, H. (2021) · IEEE Global Engineering Education Conference (EDUCON) · doi:10.1109/educon46332.2021.9454124 · Cited by 16
Serrano, A. L., McGowan, N., Moreno-Ger, P., & Burgos, D. (2025) · Smart Learning Environments · doi:10.1186/s40561-025-00401-5 · Cited by 23
Brain-imaging techniques in educational technologies: A systematic literature review
Tenório, K., Pereira, E., Remigio, S., Costa, D., Oliveira, W., Dermeval, D., da Silva, A. P., Bittencourt, I. I., & Marques, L. B. (2021) · Education and Information Technologies · doi:10.1007/s10639-021-10608-x · Cited by 14
Rosa-Castillo, A., García-Pañella, O., Novella, A. R., Maestre-González, E., Pulpón-Segura, A. M., Icart-Isern, T., & Solà‐Pola, M. (2023) · Nurse Education in Practice · doi:10.1016/j.nepr.2023.103656 · Cited by 14
Undergraduate Game-Based Student Response Systems (SRSs): A Systematic Review
Squire, N. (2023) · Technology Knowledge and Learning · doi:10.1007/s10758-023-09655-9 · Cited by 14
Bustamante-Mora, A., Diéguez, M., Hormazábal, Y., Valdés, Y., & Martínez, R. C. (2023) · Sustainability · doi:10.3390/su151712869 · Cited by 24
TIC en educación en la era digital: propuestas de investigación e intervención
Alastor, E., Vega, E. S., Martínez‐García, I., & Rubio-Gragera, M. (2023) · UMA Editorial eBooks · doi:10.24310/mumaedmumaed.65 · Cited by 16
Dubovi, I., & Adler, I. (2022) · Interactive Learning Environments · doi:10.1080/10494820.2022.2100427 · Cited by 17
Vu, N. N., Linh, V. T., Van, N. T. T., & Lien, N. T. H. (2021) · Advances in Social Science, Education and Humanities Research/Advances in social science, education and humanities research · doi:10.2991/assehr.k.210226.003 · Cited by 14
Gyedu, F. O., Partey, P. A., Boafo, F. A., & Agbo, D. D. (2026) · SAGE Open · doi:10.1177/21582440261421375 · Cited by 29
Where is the student who was here? Gamification as a strategy to engage students
Pardim, V. I., Pinochet, L. H. C., Viana, A. B. N., & de Souza, C. A. (2023) · International Journal of Information and Learning Technology · doi:10.1108/ijilt-05-2022-0122 · Cited by 13
Gamified learning in dermatology and dermoscopy education: a paradigm shift
Donoso, F., Peirano, D., Longo, C., Apalla, Z., Lallas, A., Jaimes, N., & Navarrete‐Dechent, C. (2023) · Clinical and Experimental Dermatology · doi:10.1093/ced/llad177 · Cited by 13
Gamification and Player Profiles in Higher Education Professors
Vergara, D., Vallecillo, A. I. G., Fernández‐Arias, P., & Antón‐Sancho, Á. (2023) · International Journal of Game-Based Learning · doi:10.4018/ijgbl.323449 · Cited by 14
Widening participation between 2001 and 2021: A systematic literature review and research agenda
Tham, A., Raciti, M., & Dale, J. (2023) · Journal of University Teaching and Learning Practice · doi:10.53761/1.20.6.16 · Cited by 16
Advancing game-based learning in higher education through debriefing: Social constructivism theory
张, 杰., & Hu, Z. (2024) · Journal for the Education of Gifted Young Scientists · doi:10.17478/jegys.1394242 · Cited by 13
Li, F., Zhang, H., Wong, C. U. I., & Chen, X. (2024) · Entertainment Computing · doi:10.1016/j.entcom.2024.100643 · Cited by 13
ADPS—A Prescreening Tool for Students With Dyslexia in Learning Traditional Chinese
Fung, K. Y., Tang, K.-Y., Lui, T. L. R., Sin, K. F., Lee, L., Qu, H., & Song, S. (2024) · IEEE Transactions on Learning Technologies · doi:10.1109/tlt.2024.3384290 · Cited by 13
Hernanz, V., Cosculluela, C. L., Suárez, C., & Lanchares, E. (2024) · Education and Information Technologies · doi:10.1007/s10639-024-12779-9 · Cited by 32
Xu, W. M., Xu, G.-R., & Xing, Q.-W. (2024) · Studies in Higher Education · doi:10.1080/03075079.2024.2416498 · Cited by 18
Pinto, M., Mariscal, D. C., Salvador, D. S., & Segura, A. (2020) · Reference Services Review · doi:10.1108/rsr-03-2020-0020 · Cited by 13
Online Quiz as Exit Ticket: Using Technology to Reinforce Learning in Face to Face Classes
Kirzner, R. S., Alter, T., & Hughes, C. A. (2021) · Journal of Teaching in Social Work · doi:10.1080/08841233.2021.1898521 · Cited by 21
Grasse, K. M., Melcer, E. F., Kreminski, M., Junius, N., & Wardrip–Fruin, N. (2021) · CHI Conference Extended Abstracts on Human Factors in Computing Systems (CHI EA) · doi:10.1145/3411763.3451722 · Cited by 13
Méndez, J. I., Ponce, P., Medina, A., Peffer, T. E., Meier, A., & Molina, A. (2021) · IEEE European Technology and Engineering Management Summit (E-TEMS) · doi:10.1109/e-tems51171.2021.9524900 · Cited by 13
Off-campus but hands-on: Mail out practicals with synchronous online activities during COVID-19
Honig, C. D. F., Sutton, C. C. R., & Bacal, D. M. (2022) · Education for Chemical Engineers · doi:10.1016/j.ece.2022.03.004 · Cited by 13
Serious Games and Gamification: Game-Based Learning in Communication Sciences and Disorders
Brackenbury, T., & Kopf, L. M. (2022) · Perspectives of the ASHA Special Interest Groups · doi:10.1044/2021_persp-21-00284 · Cited by 12
Gamification in Anatomy Education
See, C. (2020) · Springer eBooks · doi:10.1007/978-3-030-43283-6_8 · Cited by 15
Formação de professores na cultura digital por meio da gamificação
Pimentel, F. S. C., Nunes, A. K. F., & Sales, V. B. (2020) · Educar em Revista · doi:10.1590/0104-4060.76125 · Cited by 13
Torres-Toukoumidis, Á., Carrera, P., Balcázar, I., & Balcazar, G. (2021) · Universal Journal of Educational Research · doi:10.13189/ujer.2021.090403 · Cited by 13
Kam, A. H. T., & Umar, I. N. (2022) · Education and Information Technologies · doi:10.1007/s10639-022-11519-1 · Cited by 12
Aubert, A. H., Schmid, S., & Lienert, J. (2023) · European Journal of Operational Research · doi:10.1016/j.ejor.2023.10.031 · Cited by 12
The power of play: gamification in virtual workplace training
Eger, V. M., Georganta, E., Zuercher, P.-D., Mueller, F., Bohné, T., & Diefenbach, S. (2024) · European Journal of Work and Organizational Psychology · doi:10.1080/1359432x.2024.2412360 · Cited by 16
Bina, S., Mullins, J., & Petter, S. (2021) · Hawaii International Conference on System Sciences (HICSS) · doi:10.24251/hicss.2021.161 · Cited by 18
GAMIFICATION ELEMENTS AND ITS IMPACT ON STUDENTS
Khuzzan, S. M. S., Yushaa, N. S. M., & Hanid, M. (2021) · Journal of Technology and Operations Management/Journal of technology and operations management · doi:10.32890/jtom2021.16.2.6 · Cited by 12
Gòmez-Espina, R., Rodríguez-Oroz, D., Chávez-Delgado, M., Saavedra, C., & Bravo, M. J. (2019) · Higher Learning Research Communications · doi:10.18870/hlrc.v9i2.438 · Cited by 12
Capdarest‐Arest, N., Opuda, E., & Stark, R. K. (2019) · Journal of the Medical Library Association JMLA · doi:10.5195/jmla.2019.636 · Cited by 12
March Mammal Madness and the power of narrative in science outreach
Hinde, K., Amorim, C. E. G., Brokaw, A. F., Burt, N., Casillas, M. C., Chen, A., Chestnut, T., Connors, P. K., Dasari, M. R., Ditelberg, C. F., et al. (2021) · eLife · doi:10.7554/elife.65066 · Cited by 13
La herramienta Kahoot! como propuesta innovadora de gamificación educativa en Educación Superior
Martínez, V., Mon, M. Á. C., Gutiérrez, E. F., & González, A. D. (2022) · Digital Education Review · doi:10.1344/der.2022.42.34-49 · Cited by 36
Ratinho, E., Figueiredo, M., Estêvão, D., Faísca, L., & Martins, C. (2026) · Educational Psychology Review · doi:10.1007/s10648-025-10108-1 · Cited by 46
“In mathematics, incorporating game elements into the curriculum can create more dynamic and interactive experiences, motivating students to participate more actively (Sailer & Homner, 2020; Subhash & Cudney, 2018).”
Gao, B., Yan, J., & Zhong, R. (2025) · IEEE Transactions on Learning Technologies · doi:10.1109/tlt.2025.3560032 · Cited by 12
When Failure Is an Option: a Scoping Review of Failure States in Game-Based Learning
Powers, F. E., & Moore, R. L. (2021) · TechTrends · doi:10.1007/s11528-021-00606-8 · Cited by 11
Incorporating Kahoot! in core engineering courses: Student engagement and performance
Chernov, V., Klas, S., & Shaharabani, Y. F. (2021) · Journal of Technology and Science Education · doi:10.3926/jotse.1269 · Cited by 14
Giraldo, J. S., Kok, K., & Paterakis, N. G. (2021) · Computer Applications in Engineering Education · doi:10.1002/cae.22485 · Cited by 11
GAMIFICATION IN ENGINEERING EDUCATION IN CANADA: A SYSTEMATIC REVIEW OF THE LITERATURE
Rodrigues, R. (2020) · Proceedings of the Canadian Engineering Education Association (CEEA) · doi:10.24908/pceea.vi0.14142 · Cited by 11
Influence of Teacher-Student Matching on Knowledge Innovation of Graduate Students
Wang, J., & Qi, Y. (2020) · International Journal of Emerging Technologies in Learning (iJET) · doi:10.3991/ijet.v15i20.17421 · Cited by 11
Promoting learning of biomechanical concepts with game-based activities
Keogh, J., Moro, C., & Knudson, D. V. (2021) · Sports Biomechanics · doi:10.1080/14763141.2020.1845470 · Cited by 13
A meta-analysis of the effect of Kahoot! on academic achievements and student performancePreprint
Yu, Z. (2021) · Research Square · doi:10.21203/rs.3.rs-842089/v1 · Cited by 14
Sánchez, J. G. S., López, R. Q., & Airado‐Rodríguez, D. (2026) · Education Sciences · doi:10.3390/educsci16010122 · Cited by 10
CyberEscape Approach to Advancing Hard and Soft Skills in Cybersecurity Education
Pirta-Dreimane, R., Brilingaitė, A., Roponena, E., Parish, K., Grabis, J., Lugo, R. G., & Bonders, M. (2023) · Lecture notes in computer science · doi:10.1007/978-3-031-35017-7_28 · Cited by 11
A structured review on game‐based learning applied to electrical power and energy engineering
Giraldo, J. S., Kok, K., & Paterakis, N. G. (2023) · Computer Applications in Engineering Education · doi:10.1002/cae.22686 · Cited by 11
Singh, A. (2024) · Advances in educational technologies and instructional design book series · doi:10.4018/979-8-3693-0716-8.ch008 · Cited by 10
Nusratulloevich, Y. A., Nazarov, Y., & Rodionov, A. A. (2024) · International Conference on Technology Enhanced Learning in Higher Education (TELE) · doi:10.1109/tele62556.2024.10605689 · Cited by 10
Henry, J., Li, F., & Arnab, S. (2024) · Simulation & Gaming · doi:10.1177/10468781241271082 · Cited by 10
Why People Use Metaverse Education for Learning
Zhang, G., Ali, J., Kim, D. W., Kim, S., & Kim, J. (2025) · International Journal of Technology and Human Interaction · doi:10.4018/ijthi.368805 · Cited by 10
BARRERAS EN LA IMPLEMENTACIÓN DE LA GAMIFICACIÓN EN EDUCACIÓN SUPERIOR: REVISIÓN DE LITERATURA
Quecano, L. I. V., & Viñambres, D. O. (2020) · In Crescendo · doi:10.21895/incres.2019.v10n4.06 · Cited by 10
Mario and Sonic at the Olympic Games: Effect of Gamification on Future Physical Education Teachers
Muñoz, S. P., Muñoz, A. S., Ramos, J. M. D. M., & Cayetano, A. R. (2022) · Applied Sciences · doi:10.3390/app12199459 · Cited by 20
Using a mobile application for psychiatry training in medical students: a quasi-experimental study
Zolfaghari, M., Shirzadi, S., & Motamed, M. (2023) · Australasian Psychiatry · doi:10.1177/10398562231159509 · Cited by 10
Emotion and identity in second language learning
Canales, A., & Leralta, S. (2023) · Peter Lang eBooks · doi:10.3726/b18964 · Cited by 11
Händel, V. D., Schrøder, V., Birkefoss, K., & Händel, M. N. (2023) · International Journal of Educational Research Open · doi:10.1016/j.ijedro.2023.100284 · Cited by 10
Lien, Y.-H., Wang, C.-P., Wang, S., Li, C.-T., & Hou, H. (2019) · IIAI International Congress on Advanced Applied Informatics (IIAI-AAI) · doi:10.1109/iiai-aai.2019.00221 · Cited by 10
Koivuneva, K., & Ruokamo, H. (2022) · Seminar net · doi:10.7577/seminar.4705 · Cited by 9
Gamified online surveys: Assessing experience with self-determination theory
Aubert, A. H., Scheidegger, A., & Schmid, S. (2023) · PLoS ONE · doi:10.1371/journal.pone.0292096 · Cited by 18
Fairness, Bias, and Ethics in AI: Exploring the Factors Affecting Student Performance
Gordon, N. A., Aljaber, T., & Omughelli, D. (2024) · Journal of Intelligent Communication · doi:10.54963/jic.v4i1.306 · Cited by 9
Fauzi, M. A., Saad, Z. A., Aripin, M. A., & Sapuan, N. M. (2025) · Journal of Computer Assisted Learning · doi:10.1111/jcal.70029 · Cited by 10
A comprehensive review of synthetic image generation methods in remote sensing
Lopes, J. C., Oliveira, J. L., & Lopes, R. P. (2025) · International Journal of Remote Sensing · doi:10.1080/01431161.2025.2527373 · Cited by 10
Gamifying Audio Description Training
Zhang, X. (2021) · Journal of Audiovisual Translation · doi:10.47476/jat.v4i1.2021.149 · Cited by 9
García‐López, E., & García‐Cabot, A. (2022) · Computer Applications in Engineering Education · doi:10.1002/cae.22512 · Cited by 9
Haase, J., & Hanel, P. H. P. (2022) · Frontiers in Education · doi:10.3389/feduc.2022.976459 · Cited by 12
Unlocking potential: Systematic review the use of gamification in leadership curriculum
Hao, T., Winn, J. G., & Qiang, Q. (2023) · Education and Information Technologies · doi:10.1007/s10639-023-12332-0 · Cited by 13
Ingason, H. Þ., & Eskerod, P. (2024) · International Journal of Managing Projects in Business · doi:10.1108/ijmpb-08-2023-0179 · Cited by 9
Atmaja, P. W., & Mandyartha, E. P. (2020) · Letters in Information Technology Education (LITE) · doi:10.17977/um010v3i12020p009 · Cited by 9
Gamification in IT Service Management: A Systematic Mapping Study
Trinidad‐Fernández, M., Orta, E., & Ruiz, M. (2021) · Applied Sciences · doi:10.3390/app11083384 · Cited by 9
Murillo, I. (2021) · FEMS Microbiology Letters · doi:10.1093/femsle/fnab101 · Cited by 9
Gamification of Virtual Language Learning: A Case Study with Thai Undergraduate Students
Aguilos, V., Gallagher, C., & Fuchs, K. (2022) · International Journal of Information and Education Technology · doi:10.18178/ijiet.2022.12.10.1726 · Cited by 9
Effects of Gamification in a Teacher Education Program, 2010 to 2020
Svanberg, M., & Bergh, D. (2023) · SAGE Open · doi:10.1177/21582440231160995 · Cited by 12
Zhang, H., Li, F., & Yan, H. (2024) · Interactive Learning Environments · doi:10.1080/10494820.2024.2412088 · Cited by 10
Yaman, H., Sousa, C., Neves, P. P., & Luz, F. (2025) · The Electronic Journal of e-Learning · doi:10.34190/ejel.22.10.3480 · Cited by 8
Bellés-Calvera, L. (2022) · Latin American Journal of Content and Language Integrated Learning · doi:10.5294/laclil.2022.15.1.1 · Cited by 12
Game-Based Learning and Gamification Technologies in the Preparation of Future Mathematics Teachers
Vankúš, P. (2023) · International Journal of Interactive Mobile Technologies (iJIM) · doi:10.3991/ijim.v17i11.39227 · Cited by 8
Designing online delivery of Lean education during COVID-19
McDermott, O. (2023) · International Journal of Lean Six Sigma · doi:10.1108/ijlss-06-2022-0127 · Cited by 10
Education 3.0 – AI and Gamification Tools for Increasing Student Engagement and Knowledge Retention
Vrabie, C. I. (2023) · Lecture notes in business information processing · doi:10.1007/978-3-031-43590-4_5 · Cited by 11
Romero‐Alemán, M. (2024) · Anatomical Sciences Education · doi:10.1002/ase.2406 · Cited by 10
Gamificar la enseñanza de la historia: percepciones del alumnado
Martínez-Hita, M., Martínez, P. M., & Carrasco, C. J. G. (2024) · Revista Electrónica de Investigación Educativa · doi:10.24320/redie.2024.26.e03.4616 · Cited by 17
GAMIFICATION DEVELOPMENTS IN EDUCATION
Febriansah, A. T., Syaifuddin, A., & Soepriyanto, Y. (2024) · Scholaria Jurnal Pendidikan dan Kebudayaan · doi:10.24246/j.js.2024.v14.i2.p177-186 · Cited by 8
Bamford, J. K., & Moschini, E. (2024) · London Review of Education · doi:10.14324/lre.22.1.21 · Cited by 8
Metadata
- Authors
- Subhash, S., & Cudney, E. A.
- Affiliations
- Missouri University of Science and Technology (US)
- Corresponding author
- Cudney, Elizabeth A.
- ORCID
- Cudney, Elizabeth A.
- Venue
- Computers in Human Behavior
- Publisher
- Elsevier BV
- Published
- 2018-10
- Volume
- 87
- Pages
- 192-206
- ISSN
- 0747-5632 (ISSN-L)
- OpenAlex
- W2804871124
- Cited by
- 1,043
- References
- 58
- Citations by year
- 2026: 211 · 2025: 189 · 2024: 138 · 2023: 139 · 2022: 125 · 2021: 108 · 2020: 96 · 2019: 31 · 2018: 5
- FWCI
- 11.51
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Computers in Human Behavior (publishedVersion)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Physical Sciences › Computer Science › Computer Science Applications › Online Learning and Analytics
- Keywords
- gamification, game-based learning, higher education, game elements, student engagement, student motivation, digital learning environments, educational technology
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
Are you an author, or do you see a problem with this page? Request a review