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 301–400 of 874
Systematic literature review of quality maturity matrix
Kush, P., Cudney, E. A., Materla, T., & Antony, J. (2018) · Total Quality Management & Business Excellence · doi:10.1080/14783363.2018.1552130 · Cited by 8
Self-citationMata, O., Méndez, J. I., Aguilar, M., Ponce, P., & Molina, A. (2019) · IEEE International Conference on Technology for Education (T4E) · doi:10.1109/t4e.2019.00041 · Cited by 8
Aldahash, T., & Alenezi, A. R. (2021) · International Journal of Information and Education Technology · doi:10.18178/ijiet.2021.11.12.1571 · Cited by 8
Ensmann, S. Y., & Whiteside, A. L. (2022) · Online Learning · doi:10.24059/olj.v26i3.3340 · Cited by 8
Topic Evolution in the Research on Educational Gamification
Swacha, J. (2022) · Education Sciences · doi:10.3390/educsci12100640 · Cited by 12
Hadihabibi, M. H., Setyosarı, P., & Soepriyanto, Y. (2023) · JKTP Jurnal Kajian Teknologi Pendidikan · doi:10.17977/um038v6i12023p026 · Cited by 8
Management Information Systems Education: A Systematic Review
Elrod, C. C., Stanley, S., Cudney, E., Hilgers, M., & Graham, C. (2022) · Journal of Information Systems Education · doi:10.62273/hhcx1459 · Cited by 8
Self-citationThe Current State of the Gamification in E-Learning
Rozman, T., & Donath, L. E. (2019) · Mednarodno inovativno poslovanje = Journal of Innovative Business and Management · doi:10.32015/jibm/2019-11-3-2 · Cited by 8
Using Gamification in Accounting Education: A Systematic Literature Review (2017 – 2023)
Almuntsr, N. M., Muhamad, H. B., San, O. T., & Shah, S. M. (2024) · International Journal of Academic Research in Business and Social Sciences · doi:10.6007/ijarbss/v14-i2/20887 · Cited by 7
Lee, T., Leung, M., van Boxtel, J. J. A., & Boon, M. Y. (2025) · Investigative Ophthalmology & Visual Science · doi:10.1167/iovs.66.9.15 · Cited by 8
Gamification of Team Interaction in a distance learning environment
Bowers, D., & Nelson, M. E. (2020) · Conference on Computing Education Practice (CEP) · doi:10.1145/3372356.3372368 · Cited by 7
Avoiding the Risks of Overgamification in Education – A Case of ERPSim
Heričko, M., Kerman, K., & Beranič, T. (2021) · Communications in computer and information science · doi:10.1007/978-3-030-81350-5_11 · Cited by 7
Game-Based Quality Improvement Teaching: Using Taters in Nursing Education
Kranz, C., Macali, J., Phengphoo, S., Schvaneveldt, N., Patterson, B., & Guo, J. (2021) · Journal of Nursing Education · doi:10.3928/01484834-20210730-01 · Cited by 7
Gamifying Serious Games: Modding Modern Board Games to Teach Game Potentials
Sousa, M. (2022) · Lecture notes in computer science · doi:10.1007/978-3-031-09959-5_21 · Cited by 7
Board Game Design to Understand the National Power Mix
Yusa, N., & Hamada, R. (2023) · Education Sciences · doi:10.3390/educsci13080793 · Cited by 7
González, C. M., Vázquez-Hernández, J., & Aleu, F. G. (2024) · Quality Assurance in Education · doi:10.1108/qae-08-2024-0163 · Cited by 7
Shao, J., Rabu, S. N. A., & Chen, C. (2025) · Frontiers in Psychology · doi:10.3389/fpsyg.2025.1509549 · Cited by 7
Sousa‐Vieira, M. E., López-Ardao, J. C., Fernández‐Veiga, M., & Ferreira‐Pires, O. (2020) · Computer Applications in Engineering Education · doi:10.1002/cae.22254 · Cited by 7
Using Word Games to Improve Vocabulary Retention in Middle School EFL Classes
Vu, N. N., Linh, P. T. M., Lien, N. T. H., & Van, N. T. T. (2021) · Advances in Social Science, Education and Humanities Research/Advances in social science, education and humanities research · doi:10.2991/assehr.k.211224.011 · Cited by 7
Canedo, C. M., Crespo-Puig, N., Cladellas, R., Pros, R. C., Méndez-Ulrich, J. L., & Sanz, A. (2023) · Learning Environments Research · doi:10.1007/s10984-023-09456-y · Cited by 12
Martínez, O. N., Silva, J., & Valle, V. I.-D. (2023) · Education Sciences · doi:10.3390/educsci13070681 · Cited by 7
Rodríguez, L. R. (2023) · Lecture notes in networks and systems · doi:10.1007/978-3-031-41226-4_21 · Cited by 8
Latham, B., Poyade, M., Finlay, C., Edmond, A., & McVey, M. (2019) · Advances in experimental medicine and biology · doi:10.1007/978-3-030-14227-8_3 · Cited by 7
Gamification in Business Education
Nguyen, L. T. M., Nguyen, L. T. M., & Tan, G. (2020) · International Conference on Modern Educational Technology (ICMET) · doi:10.1145/3401861.3401867 · Cited by 7
Gamification and students’ engagement in accounting courses – an experimental study
Ramesh, G., Al‐Maskari, A., Habiba, M. S. A.-M., & Pauline, S. M. (2025) · Learning and Teaching in Higher Education Gulf Perspectives · doi:10.1108/lthe-12-2020-0063 · Cited by 11
Phygital: a systematic literature review
Corinaldesi, L. (2025) · Italian Journal of Marketing · doi:10.1007/s43039-025-00122-0 · Cited by 6
Prasetya, F., Fortuna, A., Samala, A. D., Andriani, W., Bagus, M. I., Renaldi, I., Rawas, S., Criollo-C, S., & Ayasrah, F. T. (2025) · SN Computer Science · doi:10.1007/s42979-025-04488-y · Cited by 8
Triantafyllou, S. A., & Sapounidis, T. (2026) · Interchange · doi:10.1007/s10780-026-09562-9 · Cited by 9
The Effect of Gobak Sodor Game on the Increase of Tai Sabaki in Adolescent Kenshi Dojo Triharjo
Manihuruk, F., Irianto, D. P., Suharjana, S., Widiyanto, W., Elumalai, G., & Wali, C. N. (2022) · International journal of human movement and sports sciences · doi:10.13189/saj.2022.100316 · Cited by 6
Teaching, learning and assessment methods for sustainability education on the land–sea interface
Bryhn, A. C., & Belgrano, A. (2023) · Discover Sustainability · doi:10.1007/s43621-023-00120-2 · Cited by 9
Serna, A., Hallifax, S., & Lavoué, É. (2023) · Proceedings of the ACM on Human-Computer Interaction · doi:10.1145/3611030 · Cited by 13
Using game‐based learning and online flipped classrooms with degree apprenticeship students
Dermentzi, E. (2023) · Journal of Computer Assisted Learning · doi:10.1111/jcal.12896 · Cited by 9
A Proposal for an Immersive Scavenger Hunt-Based Serious Game in Higher Education
Marrón, A. M. P., Vivaracho‐Pascual, C., Manso‐Martinez, E., & Arias‐Herguedas, S. (2023) · IEEE Transactions on Education · doi:10.1109/te.2023.3330764 · Cited by 9
A comprehensive bibliometric review of gamified learning in higher education
Sergeeva, O. V., Zvereva, E., Kosheleva, Y. P., ZHELTUKHINA, M. R., Prokopyev, A. I., & Dobrokhotov, D. A. (2024) · Contemporary Educational Technology · doi:10.30935/cedtech/14708 · Cited by 6
The Gamification Advantage: Innovating Education through Engagement
Strousopoulos, P., Troussas, C., Krouska, A., & Sgouropoulou, C. (2024) · South-East Europe Design Automation, Computer Engineering, Computer Networks and Social Media Conference (SEEDA-CECNSM) · doi:10.1109/seeda-cecnsm63478.2024.00045 · Cited by 6
Game On: A Pilot Study of a Gamified Digital Learning Platform and Protocol
Coelho, F., Gonçalves, D. J. V., & Abreu, A. M. (2024) · International Conference on Digital Technology in Education (ICDTE) · doi:10.1145/3696230.3696235 · Cited by 6
STEAM Integration and Engineering
Alkhatib, O. J. (2025) · Advances in educational technologies and instructional design book series · doi:10.4018/979-8-3693-7408-5.ch015 · Cited by 8
A Framework for Designing Courses by Synergizing Project‐Based Learning With Gamification
Ishaq, M., Abid, K., Farooq, U., Ishaq, K., Satar, N. S. M., & Abid, A. (2025) · Human Behavior and Emerging Technologies · doi:10.1155/hbe2/9915839 · Cited by 14
Unexplored Gamification Elements in Learning Environments
El-Shorbagy, S. A., Sherief, N. H., & Abdelmoez, W. (2020) · International Conference on Software and Information Engineering (ICSIE) · doi:10.1145/3436829.3436852 · Cited by 6
Interacción lúdica: hacia la educación en medios. Revisión sistemática de literatura científica
Torres-Toukoumidis, Á., Gutiérrez, I. M., & Santis-Piras, A. D. (2021) · Bellaterra Journal of Teaching & Learning Language & Literature · doi:10.5565/rev/jtl3.940 · Cited by 7
Hu, Z., & Razlog, R. (2023) · Journal for the Education of Gifted Young Scientists · doi:10.17478/jegys.1277401 · Cited by 6
Wallius, E., Klock, A. C. T., & Hamari, J. (2023) · Behaviour and Information Technology · doi:10.1080/0144929x.2023.2286344 · Cited by 6
Cohesive Online Education Model Using Emergent Technologies to Improve Accessibility and Impact
Swanepoel, J. A. (2024) · Education Sciences · doi:10.3390/educsci14050522 · Cited by 7
Powerful Student-Facing Dashboard Design Through Effective Feedback, Visualization, and Gamification
Bayrak, F., Kibar, P. N., & Kocadere, S. A. (2021) · Advances in analytics for learning and teaching · doi:10.1007/978-3-030-81222-5_7 · Cited by 6
Gamifying eLearning to Improve Professional Integration to Labor Market Systematic Literature Review
Sabri, Z., Aniss, M., & Fakhri, Y. (2020) · IEEE International Conference on Electronics, Control, Optimization and Computer Science (ICECOCS) · doi:10.1109/icecocs50124.2020.9314372 · Cited by 6
Gisbert, M. J., Sújar, A., Nicolas-Barreales, G., Quesada‐López, A., Bayona, S., & Delgado‐Gómez, D. (2024) · Multimedia Tools and Applications · doi:10.1007/s11042-024-19805-5 · Cited by 5
Proposta de Ensino de Arquitetura de Computadores com Gamificação e Realidade Aumentada
da Silva, G. C., Oliveira, L. C., & Fernandes, S. R. (2018) · International Journal of Computer Architecture Education. · doi:10.5753/ijcae.2018.4854 · Cited by 5
Knaut, A. E., Thaler, H., Maran, T. K., Kraus, S., & Narduzzo, A. (2024) · The International Journal of Management Education · doi:10.1016/j.ijme.2024.101067 · Cited by 5
Sadeghi, S. H. (2024) · Environmental Education Research · doi:10.1080/13504622.2024.2415944 · Cited by 13
The Magic Circle of Learning: A Framework of Play in Education
Whitton, N., Goodley, C., Lewin, C., & Woolley, D. (2025) · Postdigital Science and Education · doi:10.1007/s42438-025-00558-9 · Cited by 7
Enhancing Motivation in Software Engineering Education through Gamified Agile Project-based Learning
Meißner, N., Bredl, P., Speth, S., & Becker, S. (2025) · ACM Joint European Software Engineering Conference and Symposium on the Foundations of Software Engineering (ESEC/FSE) · doi:10.1145/3696630.3727241 · Cited by 5
Rahimipour, M., Haghjoo, R., Mosalanejad, L., & Karimian, Z. (2025) · BMC Medical Education · doi:10.1186/s12909-025-07922-0 · Cited by 5
Challenges of Innovation Through Gamification in the Classroom
Denoni-Buján, M., Marcén, C., Gil, A. G., López, R. C., & Coral-Aguilar, S. (2025) · Education Sciences · doi:10.3390/educsci15101341 · Cited by 5
Use of Gamified Digital Tools in Daily Tasks of Health Care Workers: Scoping Review
Paudel, B., Al-Shehabi, H., Dörner, R., Bcheraoui, C. E., Lennemann, T., & Bernasconi, A. (2025) · JMIR Serious Games · doi:10.2196/70480 · Cited by 7
Nguyen‐Viet, B., & Minh, H. D. N. (2025) · SAGE Open · doi:10.1177/21582440251385846 · Cited by 16
A systematic literature review of game-based approaches in chemistry education (2014–2024)
ELMALI, Ş., Freund, L., & Tiemann, R. (2025) · Chemistry Education Research and Practice · doi:10.1039/d5rp00248f · Cited by 19
Gamification in MOOC: A systematic literature review
Karsen, M., Masrek, M. N., Uzir, N. A., & Rahman, S. A. (2022) · Environment-Behaviour Proceedings Journal · doi:10.21834/ebpj.v7isi10.4111 · Cited by 5
ICT Integration in IPEd Schools: Challenges and Skills of Intermediate Teachers and Learners
Arnado, A. A., & Aviles, G. M. (2023) · International Journal of Membrane Science and Technology · doi:10.15379/ijmst.v10i2.1260 · Cited by 5
Revisão Sistemática da Literatura sobre Gamificação, Satisfação e Diversão na Educação
Neto, J. S. D. S., dos Santos, B. D. R., de Sousa, B. F., Bittencourt, I. I., & Challco, G. C. (2023) · Revista Brasileira de Informática na Educação · doi:10.5753/rbie.2023.2798 · Cited by 5
Pre-service primary teachers' perceptions of gamification as a methodology
Magaña, E. C., Magaña, A. C., Ariza, A. C., & Basgall, L. (2024) · Journal of Technology and Science Education · doi:10.3926/jotse.2204 · Cited by 17
Slamet, T. I., Brush, T. A., & Kwon, K. (2024) · Technology Knowledge and Learning · doi:10.1007/s10758-024-09740-7 · Cited by 6
Schlag, R., Stegmann, K., & Sailer, M. (2024) · The European Educational Researcher · doi:10.31757/euer.722 · Cited by 6
Gamification as an enabler of quality distant education
Tjoa, A. M., & Poecze, F. (2020) · International Conference on Information Integration and Web-based Applications & Services (iiWAS) · doi:10.1145/3428757.3429145 · Cited by 5
Kılıç, S. (2022) · Informatics in Education · doi:10.15388/infedu.2023.04 · Cited by 6
DEVELOPMENT AND EVALUATION OF AN ONLINE GAMIFIED ASSESSMENT ENVIRONMENT
Hussein, T. A., Nat, M. C., Hasan, H. F., & Mahdi, A. A. (2022) · Cihan University-Erbil International Conference on Communication Engineering and Computer Science (CIC-COCOS) · doi:10.24086/cocos2022/paper.744 · Cited by 5
Educational Breakout Based on Star Wars for Learning the History of Spanish Sign Language
Moreno-Rodriguez, R., López-Bastías, J. L., Díaz-Vega, M., & Espada-Chavarria, R. (2023) · Inf. · doi:10.3390/info14020096 · Cited by 7
Okariz, A., Huebra, M. M., Sarasola, A., Ibarretxe, J., Bidegain, G., & Zubimendi, J. L. (2023) · Education Sciences · doi:10.3390/educsci13030302 · Cited by 16
Nisiotis, L., Souropetsis, M., & Kyza, E. Α. (2023) · Lecture notes in computer science · doi:10.1007/978-3-031-43404-4_15 · Cited by 5
From pixels to pedagogy: using video games for higher education in the humanities
van Horssen, J., Moreton, Z., & Pelurson, G. (2023) · Journal of Learning Development in Higher Education · doi:10.47408/jldhe.vi28.875 · Cited by 5
Limonova, V., dos Santos, A. M. P., Mamede, H. S., & Filipe, V. M. D. J. (2024) · Lecture notes in networks and systems · doi:10.1007/978-3-031-60224-5_7 · Cited by 5
Pena, A. D. (2025) · Research in Learning Technology · doi:10.25304/rlt.v33.3373 · Cited by 7
Özgüleş, M., Kalman, M., Özyurt, M., & Şahin, S. (2020) · Learning Environments Research · doi:10.1007/s10984-020-09328-9 · Cited by 6
Johnson, K. L., & Westbrooks, K. (2021) · International Journal on Social and Education Sciences · doi:10.46328/ijonses.65 · Cited by 5
La Gamificación como Predictores de la Integración en la Enseñanza
Rodríguez-Martínez, B. A. (2021) · Revista Docentes 2 0 · doi:10.37843/rted.v11i2.253 · Cited by 5
Extended Reality Based Remote Learning Experience During Pandemic: Effectiveness and Barriers
Mathew, P. S., & Pillai, A. S. (2022) · Intelligent systems reference library · doi:10.1007/978-3-030-91394-6_2 · Cited by 5
Web Based Application for Healthy Habit Development Through Gamification with ML
Gowthamani, R., Rani, K. S. K., Priyadharshini, M. I., Rohini, M., Ebenezer, G., & Thomas, E. (2022) · International Conference on Smart Systems and Inventive Technology (ICSSIT) · doi:10.1109/icssit53264.2022.9716318 · Cited by 8
How do Slovenian Educators feel about Gamification? Interested to Know More
InnoRenew CoE, I., Sajinčič, N., Sandak, A., & Starčič, A. I. (2022) · Education & Self Development · doi:10.26907/esd.17.1.09 · Cited by 5
Gamificación en el aula a través de las TIC
Felices, M. L. P., & Lorenzo, G. (2019) · International Journal of Developmental and Educational Psychology Revista INFAD de psicología · doi:10.17060/ijodaep.2019.n1.v3.1535 · Cited by 5
Playing in the Classroom: A Game Proposal for the Flipped Classroom
Velez, B., Verdugo, G., Mejía-Pesántez, M., Veintimilla-Reyes, J., & Maldonado‐Mahauad, J. (2020) · Latin American Conference on Learning Technologies (LACLO) · doi:10.1109/laclo50806.2020.9381163 · Cited by 5
Entrepreneurship and Innovation in the Digital Era
(2019) · Computers in Human Behavior · doi:10.1016/j.chb.2019.02.015 · Cited by 5
Oyun Deneyimi Ölçeği’nin Türkçe Geçerlik ve Güvenirliği: Metodolojik Bir Çalışma
Dönmez, A. A., Çalık, A., Kabal, M. G., & Kapucu, S. (2024) · Hacettepe Üniversitesi Hemşirelik Fakültesi Dergisi · doi:10.31125/hunhemsire.1319460 · Cited by 4
van Zandvoort, D., Vredenborg, M., & Bentvelzen, M. (2025) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3706598.3713737 · Cited by 4
Mirmotahari, O., Grun, H. N., & Berg, Y. (2025) · Frontiers in Education · doi:10.3389/feduc.2025.1684459 · Cited by 7
Effects of reward strategies in gamified learning on academic performance: A systematic review
Bai, S., Liu, Y., Hew, K. F., Sailer, M., & Xiao, Y. (2026) · Educational Research Review · doi:10.1016/j.edurev.2026.100766 · Cited by 4
Thematic Analysis of the Metaverse within Society 5.0 in Education
Khandakar, H., & Hissan Khandakar, K. K. H. (2023) · Journal of Hunan University Natural Sciences · doi:10.55463/issn.1674-2974.50.10.16 · Cited by 4
Buva, K. B., Mulla, S. A., Tank, S., Deshmukh, A., Kavle, P. G., & Saraf, T. (2024) · Journal of international oral health · doi:10.4103/jioh.jioh_125_24 · Cited by 4
A Gamified Learning Framework to Cultivate Critical Thinking Skills in Students
Srinivasa, K. G., Singh, A. K., & Chauhan, K. K. S. (2024) · IEEE Transactions on Education · doi:10.1109/te.2024.3431872 · Cited by 4
Kassab, S. E., Rathan, R., & Hamdy, H. (2025) · Medical Science Educator · doi:10.1007/s40670-025-02442-4 · Cited by 4
Jang, H., & Kim, H. K. (2025) · Applied Sciences · doi:10.3390/app15169175 · Cited by 4
Use of gamification to enhance curiosity and engagement through feedback strategies
Makhija, A., Jha, M., Richards, D., & BILGIN, A. A. B. (2021) · Annual Conference of the Australasian Society for Computers in Learning in Tertiary Education (ASCILITE) · doi:10.14742/ascilite2021.0118 · Cited by 4
Mittmann, G., Zehetner, V., Krammer, I., & Schrank, B. (2023) · Behaviour and Information Technology · doi:10.1080/0144929x.2023.2212807 · Cited by 4
The possibilities of natural and artificial intelligence combining in educational systems
Abdullaeva, A., Averchenko, E. V., Aleksandrova, T., Amiryan, I., Artamonova, A., Beterbiev, T., Boyko, D., Bondarev, A., Grebenyuk, E., Grosu, A., et al. (2023) · Publishing Center RIOR eBooks · doi:10.29039/02124-8 · Cited by 4
Leveling Up Learning: Exploring Meaningful Gamification in Psychology Courses
Stansbury, J. A., & Earnest, D. R. (2024) · Teaching of Psychology · doi:10.1177/00986283241228878 · Cited by 4
Gamification in Higher Education: A Literature Review
Saleem, A., & Mirza, B. (2024) · Pakistan Social Sciences Review · doi:10.35484/pssr.2024(8-i)17 · Cited by 4
Donoso, F., Peirano, D., Agüero, R., Longo, C., Apalla, Z., Lallas, A., Jaimes, N., & Navarrete‐Dechent, C. (2024) · Clinical and Experimental Dermatology · doi:10.1093/ced/llae375 · Cited by 5
Harnessing Generative AI for Educational Gamification: A Framework and Practical Guide for Educators
Rosunally, Y. Z. (2024) · International Conference on Information Technology Based Higher Education and Training (ITHET) · doi:10.1109/ithet61869.2024.10837655 · Cited by 6
Arias‐Herguedas, S., Marrón, A. M. P., Vivaracho‐Pascual, C., Ortega‐Arranz, A., & Jiménez, L. I. (2025) · Computer Applications in Engineering Education · doi:10.1002/cae.70000 · Cited by 5
Mohammadi, A., Aazami, S., & Azizifar, A. (2025) · Nursing Research and Practice · doi:10.1155/nrp/3518943 · Cited by 4
Crucho, C. I. C., Gomes, M. J. S., & Avó, J. (2025) · Chemistry Teacher International · doi:10.1515/cti-2025-0063 · Cited by 6
Game On: Exploring the Potential for Soft Skill Development Through Video Games
Bartolomé, J., del Río, I., Martinez, A. D., Aranguren, A., Laña, I., & Alloza, S. (2025) · Information · doi:10.3390/info16100918 · Cited by 5
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