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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  2. Using Gamification to Support Users’ Adoption of Contextual Achievement Goals
    Jian Tang, Yilin Jia, Ping Zhang · 2020 · Hawaii International Conference on System Sciences (HICSS)
  3. Influences of Leaderboard Direction on Learning Performance and Satisfaction in Gamified E-Learning
    Bo Wen, Paul Jen‐Hwa Hu, Yue Fang · 2024 · Journal of Global Information Management
  4. Design and Implementation of Gamified Course Contents
    Md Mahmudul Hasan · 2017 · Advances in educational technologies and instructional design book series
  5. A study on Systematic review of Gamification in Education Sector
    Shipra Pathak, Shalini Aggarwal, Yashika · 2021
  6. Gamification as a Strategy for Enhancing Participation in e-Learning Environments
    Khalid Mutlaq Almalhy · 2021 · Scientific Journal of King Faisal University Humanities and Management Sciences
  7. Estudando o impacto da gamificação na aprendizagem e engajamento de alunos de acordo com os traços de personalidade e orientação motivacional
    Rodrigo Smiderle, Sandro José Rigo, Patrícia A. Jaques · 2019 · Anais do ... Simpósio Brasileiro de Informática na Educação/Anais do Simpósio Brasileiro de Informática na Educação
  8. أثر استخدام نمطي محفزات الألعاب الرقمية (النقاط/ قائمة المتصدرين) على تنمية مهارات برمجة سكراتش لدى طالبات الصف التاسع الأساسي بغزة
    Hala A. Dughmush, Muhammad S. Abu Shuqair, Fouad S. Ayad · 2023 · IUG Journal of Educational and Psychological Studies
  9. The effectiveness of gamification through classroom leaderboards for student engagement
    Haliza 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
  10. Gamification: The Effective way for better learning
    C. S. Adharsh, D. Angeline Benitta, Sherin Eliyas, Balamurugan Balamurugan · 2024 · International Conference on Electrical Electronics and Computing Technologies (ICEECT)
  11. Where Do We Fall, Guys?
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  12. Designing for curiosity: Understanding player engagement with treasure chest mechanics in open-world games
    Ziao Tang, Ben J. Kirman · 2025 · International Journal of Human-Computer Studies
  13. Rethinking Gamification
    Abdullah Yasin Gündüz · 2025 · IGI Global eBooks
  14. A gamified science classroom model: learning process analysis of a scaffolding-based gamified teaching model using card games, slides and learning sheets
    Chang-Hsin Wu, Huei‐Tse Hou · 2026 · Research in Science & Technological Education
  15. Game on! Enhancing Learner Engagement in Large Computer Science Classes Using Gamification
    Usman Naeem, Vindya Wijeratne, Habiba Akter, Md Hasanuzzaman Sagor, Laurissa N. Tokarchuk, Na Yao · 2025 · IEEE Frontiers in Education Conference (FIE)
  16. 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
  17. Mapping fifty years of technology-enhanced science and mathematics education in Computers & Education: Trends and connections with technologies, functions, and theories
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  18. Meta-Analytical Considerations for Gamification in Higher Education: Existing Approaches and Future Research Agenda
    Flora Poecze, A. Tjoa · 2020 · 2020 4th International Conference on Informatics and Computational Sciences (ICICoS)
  19. Reflections on the Application of a Gamified Environment to Foster Young Learners’ Digital Competencies
    Efi A. Nisiforou, Charalambos Vrasidas · 2021 · Advances in game-based learning
  20. Resilient IN: Design of an Interactive Narrative HRV-Biofeedback Game to Develop Stereotype and Social Identity Threat Resilience
    Katherine Picho, Ethan Osborne, Fatyma Camacho, Aaja Ouellette, Mason Woodford, Edward Franklin Melcer · 2022 · Lecture notes in computer science
  21. فاعلية التدريس باستخدام تطبيق هاتفي قائم على منحى التلعيب في اكتساب المفاهيم العلمية لدى طلبة الصف الرابع الأساسي في ظل جائحة كورونا
    هدى الحوسني, سليمان بن محمد البلوشي · 2023 · University of Sharjah (UoS) Journal of Humanities and Social Sciences
  22. Effects of Gamified Learning on Academic Achievements: Does Gender Matter?
    Deboshree Barman Seal, Sudin Bag · 2023 · Arts, research, innovation and society
  23. Constructing Compelling Persuasive Messages: A Pilot Study Among University Students Assessing Three Persuasive Technology Strategies
    Fidelia Anulika Orji, Francisco J. Gutiérrez, Julita Vassileva · 2024 · Lecture notes in computer science
  24. Exploring the Impact of Gender Stereotypes on Motivation, Flow State, and Learning Performance in a Gamified Tutoring System
    Kelly 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
  25. A methodology for gamifying of the educational process
    Polina I. Mozgaleva, Oxana M. Zamyatina, Alena Mozgaleva, Pedro Cabral · 2018 · IEEE Global Engineering Education Conference (EDUCON)
  26. Eğitimde Oyunlaştırma Uygulamaları" Ölçeğinin Geçerlik ve Güvenirliği
    Fezile Özdamlı · 2019 · Uluslararasi Kibris Universitesi Fen-Edebiyat Fakultesi
  27. Dropout Reduction in MOOCs Through Gamification and Length of Videos
    Manuel Medina-Labrador, Sebastián Quintero, David Gustavo Escobar Suárez, Alejandra Sarmiento Rincón · 2022 · Transactions on computer systems and networks
  28. Pemetaan Gamifikasi Pada Mata Kuliah Hidrologi Berdasarkan Motivasi Belajar Mahasiswa Pendidikan Teknik Bangunan
    Siti Nurliati Aldina, Arris Maulana · 2023 · Jurnal Pendidikan Teknik Bangunan
  29. FullBrain: a Social E-learning Platform
    Mirko Biasini, Vittorio Carmignani, Nicola Ferro, Panagiotis Filianos, Maria Maistro, Giorgio Maria Di Nunzio · 2022 · arXiv (Cornell University)
  30. Student centred digital game-based learning
    Thomas E. Coleman · 2021 · Brunel University Research Archive (BURA) (Brunel University London)
  31. The Effect of Gamification Design of Online Learning Platforms on User Learning Performance
    Aihui Chen, Tianyu Wang · 2025 · Research Square
  32. Indexing Behaviours Indicative of Ecological Citizenship in Canada
    Maurice J. Perks · 2017 · Spectrum Research Repository (Concordia University)
  33. Virtual Classroom an Easy and Low Cost Solution to E-Learning System
    Syed Farooq Ali, Hamza Tahir, Zafar Khan · 2018 · VAWKUM Transactions on Computer Sciences
  34. DATA ANALYTICS AND PERSUASIVE TECHNOLOGY TO PROMOTE STUDENTS’ ENGAGEMENT AND LEARNING
    Fidelia Anulika Orji · 2018 · HARVEST (University of Saskatchewan)
  35. تصميم خدمات المعلومات الرقمية وتقديمها والانخراط فى بيئة التعلم لدى طلاب شعبة تکنولوجيا التعليم
    دالیا أحمد شوقى کامل · 2019 · المجلة التربوية لکلية التربية بسوهاج
  36. Stimulating Intrinsic and Extrinsic Motivation in Online Learning: The Role of Mechanism Design
    Ruoxin Zhou, Fei Ren, Yong Tan · 2019 · SSRN Electronic Journal
  37. 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
  38. 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 التعلیم
    د/ إیمان زکى موسى محمد محمد · 2019 · تکنولوجيا التربية دراسات وبحوث
  39. Chunking Big Journeys into Smaller Trips: Combining Peer Creation and Gamification to Design a Continuing Education Concept for Energy Consultants
    Sarah Oeste-Reiß, Sofia Schöbel, Matthias Söllner, Jan Marco Leimeister · 2020 · Progress in IS
  40. 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
  41. Two Sides of the Same Coin? Insights on Motivational Information Systems and Goal Achievement From a User and Firm Perspective
    Wolf, Tobias · 2021
  42. أثر اختلاف نمطی عرض قوائم المتصدرین (المحدودة-الکاملة) ببیئة تعلم إلکترونیة قائمة على محفزات الألعاب فی تنمیة مهارات تطویر الإنفوجرافیک التعلیمی لدى طلاب کلیة التربیة
    د/ أحلام دسوقی عارف إبراهیم · 2021 · مجلة کلية التربية
  43. معاییر تصمیم بیئات التعلم الإلکترونیة عبر الجوال (الفردیة – التشارکیة) القائمة على محفزات الألعاب Gamification
    نادیة السید الحسینی, ولید یوسف محمد إبراهیم, جمال عبد الناصر محمود شحاته, محمد مسعد جاد على على · 2021 · دراسات فى التعلیم الجامعى
  44. Welche Spiel-Design-Elemente wirken am Arbeitsplatz? - Untersuchung der spielerischen Erfahrung zur Entwicklung von Spiel-Design-Elementen
    Jonas Manske · 2021 · Gesellschaft für Informatik (GI)
  45. Utilização de elementos de games em contextos educacionais
    Paulo José Góes Daltro, Gardênia da Silva Abbad · 2021 · Linhas Crí­ticas
  46. A STUDY ON USING GAME-BASED METHOD TO IMPROVE LEARNING EFFICIENCY OF JUNIOR SECONDARY SCHOOL STUDENTS
    Timothy T.K. Wong, Yee Wan Kwan · 2021 · Education and new developments
  47. بیئة تعلم إلکترونیة قائمة على محفزات الألعاب وأثرها فى تنمیة الانخراط فى التعلم وبقاء أثرة لدى تلامیذ المرحلة الاعدادیة منخفضى ومرتفعى الدافعیة للإنجاز
    رحاب خلف محمد حسن ناجى, ولید یوسف, نسرین عزت · 2022 · مجلة البحوث فی مجالات التربیة النوعیة
  48. The Place of Gamification in the Educational Context
    Jan Miškov · 2022 · Advances in game-based learning book series
  49. Modelos e técnicas para detecção de ameaça de estereótipo de gênero em ambientes educacionais online
    Jário José dos Santos · 2022 · Digital Library of Theses and Dissertations (Universidade de São Paulo)
  50. 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
  51. The IAFOR Conference on Educational Research & Innovation: 2023 Official Conference Proceedings
    2023 · IAFOR Conference on Educational Research & Innovation official conference proceedings
  52. Gamification in Open and Distance Learning: A Systematic Review
    Murat Sümer, Cengiz Hakan Aydın · 2023 · Springer eBooks
  53. Gamification in Tourism Teaching and Learning: Exploring the Emergent Dimensions
    Priyakrushna Mohanty, Shray Bijay Tulshyan, Suja Mol John, L. R. Niranjan · 2023 · Springer international handbooks of education
  54. Disengaging the engaged ones: gender-stereotyped tutoring systems are undermining self-efficacy and flow state of girls
    Francys Rafael do Nascimento Martins, Ig Ibert Bittencourt Santana Pinto, Geiser Chalco Challco, Seiji Isotani, Breno Felix de Sousa, Jéssica Fernanda Silva Barbosa, Marcelo Reis · 2023 · VI Congresso Brasileiro de Informática na Educação
  55. أثر اختلاف نمط تقديم محفزات الالعاب في بيئة تعلم الكترونية وأثره في تنمية مهارات إنتاج مصادر التعلم الرقمية لدى طلاب كلية التربيةOnline training environment In acquiring entrepreneurship among students of technical education at the College of Education
    فاطمة سعد محمد عبد الرحيم, داليا أحمد شوقي, می حسین أحمد · 2023 · مجلة دراسات تربوية واجتماعية
  56. STUDENTS' ORAL READING LEVEL AND MATHEMATICS PERFORMANCE: A CORRELATIONAL STUDY
    Raymund Belano · 2024 · SSRN Electronic Journal
  57. When boosting gender stereotypes increases flow experience and reduces self-handicapping in gamified tutoring systems
    João Nascimento, Jário Santos, Geiser Chalco Challco, Ig Ibert Bittencourt · 2024 · Journal of the Brazilian Computer Society
  58. Gamification in Tourism Teaching and Learning: Exploring the Emergent Dimensions
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  59. Effects of Racial Stereotypes and Sociodemographic Profile on Anxiety, Flow, and Performance during the Use of Digital Educational Technologies
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  60. A Gamification Design Method for Student Motivation and Interaction in Online Learning
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  61. Applied Instructional Design in Programee to Enhance Students E-learning Experience
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  62. Investigating the Impact of Game-Based Assessment on Exam Anxiety Among Third-Grade Students in Mathematics
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  63. Contributions to patient engagement in smart healthcare: the usage of hybrid systems integrating Artificial Intelligence - driven adaptation with traditional gamification mechanics
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  64. Gender-specific same- and cross-domain effects of academic performance and subjective well-being in Chinese adolescent friendships
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  65. Optimal or Overload? Immersive Gamification and Co-Creation Effects on Sustained Brand Behavior in Sports & Fitness Brands: A Mixed-Method Approach
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  66. Exploring the impact of teacher support in competitive digital learning games on primary students’ learning and academic engagement
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  67. Profiles of academic performance and perceived digital distraction in secondary classrooms
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  68. A meta‐analysis of existing meta‐analyses on gamification practices in education: It does not fit all
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