Leaderboards in a virtual classroom: A test of stereotype threat and social comparison explanations for women's math performance
Christy, Katheryn R., Fox, Jesse·2014·Computers & Education
Cited by (269)
Items 201–269 of 269
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- Influences of Leaderboard Direction on Learning Performance and Satisfaction in Gamified E-LearningBo Wen, Paul Jen‐Hwa Hu, Yue Fang · 2024 · Journal of Global Information Management
- Design and Implementation of Gamified Course ContentsMd Mahmudul Hasan · 2017 · Advances in educational technologies and instructional design book series
- A study on Systematic review of Gamification in Education SectorShipra Pathak, Shalini Aggarwal, Yashika · 2021
- Gamification as a Strategy for Enhancing Participation in e-Learning EnvironmentsKhalid Mutlaq Almalhy · 2021 · Scientific Journal of King Faisal University Humanities and Management Sciences
- Estudando o impacto da gamificação na aprendizagem e engajamento de alunos de acordo com os traços de personalidade e orientação motivacionalRodrigo Smiderle, Sandro José Rigo, Patrícia A. Jaques · 2019 · Anais do ... Simpósio Brasileiro de Informática na Educação/Anais do Simpósio Brasileiro de Informática na Educação
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- The effectiveness of gamification through classroom leaderboards for student engagementHaliza Ab Ghani, Nor Azah Mohd Rathi, Zaemah Abdul Kadir, Fauziah Saadah Abdul Halim, Turisiana Ahmad Buhari · 2022 · International Journal on e-Learning and Higher Education
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- Rethinking GamificationAbdullah Yasin Gündüz · 2025 · IGI Global eBooks
- A gamified science classroom model: learning process analysis of a scaffolding-based gamified teaching model using card games, slides and learning sheetsChang-Hsin Wu, Huei‐Tse Hou · 2026 · Research in Science & Technological Education
- Game on! Enhancing Learner Engagement in Large Computer Science Classes Using GamificationUsman Naeem, Vindya Wijeratne, Habiba Akter, Md Hasanuzzaman Sagor, Laurissa N. Tokarchuk, Na Yao · 2025 · IEEE Frontiers in Education Conference (FIE)
- A systematic review of empirical studies on gamified learning environments for women in the last decade (2015–2025)Omika Bhalla Saluja, Deepti Sharma, Man Mohan Shukla, Harit Kumar · 2026 · Humanities and Social Sciences Communications
- Mapping fifty years of technology-enhanced science and mathematics education in Computers & Education: Trends and connections with technologies, functions, and theoriesMin‐Hsien Lee, Tzung‐Jin Lin, Edwin Chng, Guo‐Li Chiou, Aik‐Ling Tan, Jyh‐Chong Liang, Pin-Chi Huang, Seng Chee Tan, Chin‐Chung Tsai · 2026 · Computers & Education
- Meta-Analytical Considerations for Gamification in Higher Education: Existing Approaches and Future Research AgendaFlora Poecze, A. Tjoa · 2020 · 2020 4th International Conference on Informatics and Computational Sciences (ICICoS)
- Reflections on the Application of a Gamified Environment to Foster Young Learners’ Digital CompetenciesEfi A. Nisiforou, Charalambos Vrasidas · 2021 · Advances in game-based learning
- Resilient IN: Design of an Interactive Narrative HRV-Biofeedback Game to Develop Stereotype and Social Identity Threat ResilienceKatherine Picho, Ethan Osborne, Fatyma Camacho, Aaja Ouellette, Mason Woodford, Edward Franklin Melcer · 2022 · Lecture notes in computer science
- فاعلية التدريس باستخدام تطبيق هاتفي قائم على منحى التلعيب في اكتساب المفاهيم العلمية لدى طلبة الصف الرابع الأساسي في ظل جائحة كوروناهدى الحوسني, سليمان بن محمد البلوشي · 2023 · University of Sharjah (UoS) Journal of Humanities and Social Sciences
- Effects of Gamified Learning on Academic Achievements: Does Gender Matter?Deboshree Barman Seal, Sudin Bag · 2023 · Arts, research, innovation and society
- Constructing Compelling Persuasive Messages: A Pilot Study Among University Students Assessing Three Persuasive Technology StrategiesFidelia Anulika Orji, Francisco J. Gutiérrez, Julita Vassileva · 2024 · Lecture notes in computer science
- Exploring the Impact of Gender Stereotypes on Motivation, Flow State, and Learning Performance in a Gamified Tutoring SystemKelly Silva, Jário Santos, Geiser Chalco Challco, Marcelo Reis, Leonardo Brandão Marques, Alan Pedro da Silva, Álvaro Sobrinho, Diego Dermeval, Rafael Ferreira Mello, Ig Ibert Bittencourt et al. · 2024 · Communications in computer and information science
- A methodology for gamifying of the educational processPolina I. Mozgaleva, Oxana M. Zamyatina, Alena Mozgaleva, Pedro Cabral · 2018 · IEEE Global Engineering Education Conference (EDUCON)
- Eğitimde Oyunlaştırma Uygulamaları" Ölçeğinin Geçerlik ve GüvenirliğiFezile Özdamlı · 2019 · Uluslararasi Kibris Universitesi Fen-Edebiyat Fakultesi
- Dropout Reduction in MOOCs Through Gamification and Length of VideosManuel Medina-Labrador, Sebastián Quintero, David Gustavo Escobar Suárez, Alejandra Sarmiento Rincón · 2022 · Transactions on computer systems and networks
- Pemetaan Gamifikasi Pada Mata Kuliah Hidrologi Berdasarkan Motivasi Belajar Mahasiswa Pendidikan Teknik BangunanSiti Nurliati Aldina, Arris Maulana · 2023 · Jurnal Pendidikan Teknik Bangunan
- FullBrain: a Social E-learning PlatformMirko Biasini, Vittorio Carmignani, Nicola Ferro, Panagiotis Filianos, Maria Maistro, Giorgio Maria Di Nunzio · 2022 · arXiv (Cornell University)
- Student centred digital game-based learningThomas E. Coleman · 2021 · Brunel University Research Archive (BURA) (Brunel University London)
- The Effect of Gamification Design of Online Learning Platforms on User Learning PerformanceAihui Chen, Tianyu Wang · 2025 · Research Square
- Indexing Behaviours Indicative of Ecological Citizenship in CanadaMaurice J. Perks · 2017 · Spectrum Research Repository (Concordia University)
- Virtual Classroom an Easy and Low Cost Solution to E-Learning SystemSyed Farooq Ali, Hamza Tahir, Zafar Khan · 2018 · VAWKUM Transactions on Computer Sciences
- DATA ANALYTICS AND PERSUASIVE TECHNOLOGY TO PROMOTE STUDENTS’ ENGAGEMENT AND LEARNINGFidelia Anulika Orji · 2018 · HARVEST (University of Saskatchewan)
- تصميم خدمات المعلومات الرقمية وتقديمها والانخراط فى بيئة التعلم لدى طلاب شعبة تکنولوجيا التعليمدالیا أحمد شوقى کامل · 2019 · المجلة التربوية لکلية التربية بسوهاج
- Stimulating Intrinsic and Extrinsic Motivation in Online Learning: The Role of Mechanism DesignRuoxin Zhou, Fei Ren, Yong Tan · 2019 · SSRN Electronic Journal
- أثر اختلاف عنصری التصمیم: ( قوائم المتصدرین / الشارات ) فی بیئة تعلم الکترونیة قائمة على محفزات الألعاب؛ فی تنمیة مهارات القراءةالتحلیلیة، والتعلم العمیق لدی تلامیذ الصف الخامس الابتدائی.د/ عایدة فاروق حسین, د/ نجلاء أحمد المحلاوی · 2019 · مجلة البحث العلمى فى التربية
- أثر التفاعل بین نمط محفزات الألعاب الرقمیة (الشارات/ لوحات المتصدرین) والإسلوب المعرفی (المخاطر/ الحذر) على تنمیة قواعد تکوین الصورة الرقمیة ودافعیة التعلم لدى طلاب تکنولوجیا التعلیمد/ إیمان زکى موسى محمد محمد · 2019 · تکنولوجيا التربية دراسات وبحوث
- Chunking Big Journeys into Smaller Trips: Combining Peer Creation and Gamification to Design a Continuing Education Concept for Energy ConsultantsSarah Oeste-Reiß, Sofia Schöbel, Matthias Söllner, Jan Marco Leimeister · 2020 · Progress in IS
- التفاعل بین نمطین لمحفزات الألعاب التعلیمیة (الشارات/ قائمة المتصدرین) واسلوبی عرض محتوى الفصل الذکی (الکلی / الجزئی) وأثره فی تنمیة مهارات تصمیم مواقع الویب لدى طلاب تکنولوجیا التعلیم.مروة الملوانى · 2021 · تکنولوجيا التعليم سلسلة دراسات وبحوث
- Two Sides of the Same Coin? Insights on Motivational Information Systems and Goal Achievement From a User and Firm PerspectiveWolf, Tobias · 2021
- أثر اختلاف نمطی عرض قوائم المتصدرین (المحدودة-الکاملة) ببیئة تعلم إلکترونیة قائمة على محفزات الألعاب فی تنمیة مهارات تطویر الإنفوجرافیک التعلیمی لدى طلاب کلیة التربیةد/ أحلام دسوقی عارف إبراهیم · 2021 · مجلة کلية التربية
- معاییر تصمیم بیئات التعلم الإلکترونیة عبر الجوال (الفردیة – التشارکیة) القائمة على محفزات الألعاب Gamificationنادیة السید الحسینی, ولید یوسف محمد إبراهیم, جمال عبد الناصر محمود شحاته, محمد مسعد جاد على على · 2021 · دراسات فى التعلیم الجامعى
- Welche Spiel-Design-Elemente wirken am Arbeitsplatz? - Untersuchung der spielerischen Erfahrung zur Entwicklung von Spiel-Design-ElementenJonas Manske · 2021 · Gesellschaft für Informatik (GI)
- Utilização de elementos de games em contextos educacionaisPaulo José Góes Daltro, Gardênia da Silva Abbad · 2021 · Linhas Críticas
- A STUDY ON USING GAME-BASED METHOD TO IMPROVE LEARNING EFFICIENCY OF JUNIOR SECONDARY SCHOOL STUDENTSTimothy T.K. Wong, Yee Wan Kwan · 2021 · Education and new developments
- بیئة تعلم إلکترونیة قائمة على محفزات الألعاب وأثرها فى تنمیة الانخراط فى التعلم وبقاء أثرة لدى تلامیذ المرحلة الاعدادیة منخفضى ومرتفعى الدافعیة للإنجازرحاب خلف محمد حسن ناجى, ولید یوسف, نسرین عزت · 2022 · مجلة البحوث فی مجالات التربیة النوعیة
- The Place of Gamification in the Educational ContextJan Miškov · 2022 · Advances in game-based learning book series
- Modelos e técnicas para detecção de ameaça de estereótipo de gênero em ambientes educacionais onlineJário José dos Santos · 2022 · Digital Library of Theses and Dissertations (Universidade de São Paulo)
- الأمثلة الداعمة فی بیئة تعلم نقال قائمة على نمطین من محفزات الألعاب لتنمیة مهارات التفكیر الحاسوبی ورفع مستوى فاعلیة الذات الأكادیمیة لدى طلاب تكنولوجیا التعلیم.وفاء صلاح الدين إبراهيم الدسوقي, محمد أبو اللیل عبد الوكیل · 2023 · تکنولوجيا التعليم سلسلة دراسات وبحوث
- The IAFOR Conference on Educational Research & Innovation: 2023 Official Conference Proceedings2023 · IAFOR Conference on Educational Research & Innovation official conference proceedings
- Gamification in Open and Distance Learning: A Systematic ReviewMurat Sümer, Cengiz Hakan Aydın · 2023 · Springer eBooks
- Gamification in Tourism Teaching and Learning: Exploring the Emergent DimensionsPriyakrushna Mohanty, Shray Bijay Tulshyan, Suja Mol John, L. R. Niranjan · 2023 · Springer international handbooks of education
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- Contributions to patient engagement in smart healthcare: the usage of hybrid systems integrating Artificial Intelligence - driven adaptation with traditional gamification mechanicsRobert-Emanuel Brezoaie, Tudor mihai Ursachi, Maria-Iuliana Dascălu · 2025 · IEEE International Conference on Blockchain, Smart Healthcare and Emerging Technologies (SmartBlock4Health)
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