Cited by 626Educational Games and GamificationOnline Learning and AnalyticsOnline and Blended Learning

An empirical study comparing gamification and social networking on e-learning

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de-Marcos, Luis, Domínguez, Adrián, Saenz-de-Navarrete, Joseba, Pagés, Carmen·2014·Computers & Education

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Crossref · 10.1016/j.compedu.2014.01.012

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  • Studies by de-Marcos et al. (2014) and Su and Cheng (2014) plus the first of two studies reported by Hew et al. (2016) were excluded because they reported the same experiments as previously published or more extensive studies included in the sample.

    “Furthermore, the studies by de-Marcos et al. (2014) and Su and Cheng (2014) plus the first of two studies reported by Hew et al. (2016) were excluded from the analysis because they reported the same experiments as previously published or more extensive studies included in this sample.”

    From The gamification of learning: a meta-analysis (2020) · cites this paper as de-Marcos et al. (2014)

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Research works printed but not linked: 1

  1. Zichermann, G. & Cunningham, C. (2011) Gamification by Design. Sebastopol, CA, O'Reilly Media.

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Authors
de-Marcos, L., Domínguez, A., Saenz-de-Navarrete, J., & Pagés, C.
Affiliations
Universidad de Alcalá (ES)
Venue
Computers & Education
Publisher
Elsevier BV
Published
2014-06
Volume
75
Pages
82-91
ISSN
0360-1315 (ISSN-L)
OpenAlex
W2078997954
Cited by
626
References
30
Citations by year
2026: 18 · 2025: 27 · 2024: 39 · 2023: 57 · 2022: 66 · 2021: 86 · 2020: 56 · 2019: 63 · 2018: 69 · 2017: 66 · 2016: 40 · 2015: 29 · 2014: 10
FWCI
113.41
Type
journal article
Language
en
Open access
Licence
cc-by-nc-nd
Locations
  • Computers & Education (publishedVersion)
  • e_Buah (submittedVersion, cc-by-nc-nd)
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 › Education › Online and Blended Learning
Keywords
gamification, social networking, online learning, academic performance, student participation, student attitudes, virtual learning environments, undergraduate courses, knowledge assessment

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