Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance

Hanus, Michael D., Fox, Jesse·2015·Computers & Education

Cited by (1,918)

Items 1,201–1,300 of 1,918

  1. Adding the culturally specific ingredients: the Chinese and American models of learning persistence, including learning beliefs, choice and the internalization of learning motivation
    Yurou Wang · 2021 · Social Psychology of Education
  2. Gamification in L2 teaching and learning: Linguistic risk-taking at play
    Farhad Roodi, Nikolay Slavkov · 2022 · OLBI Journal
  3. Aplication of a gamification learning system in mechanical engineering studies
    Rosa Pàmies‐Vilà, Albert Fabregat‐Sanjuan, Joan Puig-Ortiz, Lluïsa Jordi Nebot, Antoni Hernández-Fernändez · 2022 · Annual Conference of the European Society for Engineering Education (SEFI)
  4. GAME BASE LEARNING IN PSYCHOLOGY EDUCATION: IMPROVING UNDERGRADUATES COMPETENCE FOR TEAM WORKING
    Pilar Martín, Juan Luis Azkue, Sonia Agut · 2018 · EDULEARN proceedings
  5. Harnessing single‐stranded DNA binding protein to explore protein–protein and protein–DNA interactions
    Stefanie H. Chen, Carlos Goller · 2019 · Biochemistry and Molecular Biology Education
  6. When in Rome, Do as the Romans Do - Overcoming Culture Conflicts in Mobile Learning
    Sissy-Josefina Ernst, Andreas Janson, Matthias Söllner, Jan Marco Leimeister · 2015 · SSRN Electronic Journal
  7. The Question of Digital Game Based Learning: An Investigation into the Potential Promises and Perils of Education's Golden Goose
    Molly E O'Riley · 2016 · SUNY Digital Repository Support (State University of New York System)
  8. The Effects of Framing in Gamification: A Study of Failure
    Florian Brühlmann · 2018
  9. Supporting Practitioners in the Gamification of MOOCs through Reward-Based Strategies
    Alejandro Ortega‐Arranz · 2021 · UVaDOC UVaDOC University of Valladolid Documentary Repository (University of Valladolid)
  10. Autonomy in Video Games and Gamification
    Jonathan Leventhal · 2018
  11. Gamifying a Simulation: Null Effects of a Game Goal, Choice, Points and Praise
    Cyril Brom, Tereza Stárková, Edita Bromová, Filip Děchtěrenko · 2017
  12. Gamifying psychological testing : insights from gamifying the TAT
    Fatehi · 2018
  13. Effects of Inductive Learning and Gamification on News Veracity Discernment
    Ariana Modirrousta-Galian, Philip Anthony Higham, Tina Seabrooke · 2022
  14. Unlocking the Magic of Gamification for Preschool Language Learners: A Non-digital Approach to Boosting Reading Engagement at Home
    Alan Murray, I-Shan Jenny Chen, Yeu‐Ting Liu · 2024 · English Teaching & Learning
  15. The Mobile Gamification for Early Literacy: An Analysis of Learning Outcomes and Engagement
    Liu Li, Jing Zhang, Ziyan Guo, Yanyu Wang · 2024 · Journal of Advances in Humanities Research
  16. Microlearning in Immersive Virtual Reality: A User-Centered Analysis of Learning Interfaces
    Amarpreet Singh Gill, Derek S. Irwin, Linjing Sun, Dave Towey, Gege Zhang, Yanhui Zhang · 2025 · IEEE Transactions on Learning Technologies
  17. Improving elementary students' English‐speaking skills through non‐digital gamification: An action research study
    Hatice Sancar Tokmak, Senem Bostanci · 2025 · British Educational Research Journal
  18. Integrating gamification in design research: a pedagogical approach for design education in India
    Ishi Srivastava, Heena Sachdeva, Shirali Tyabji · 2025 · Discover Education
  19. A socio-political critique of educational technology and the digital reshaping of pedagogy
    Abdullah Çiftçi · 2025 · Educational Philosophy and Theory
  20. Empowering Children With Down Syndrome by Enhancing Emergency Preparedness Through Serious Games: Quasi-Experimental Study With a Between-Group Design
    Samaa Mohammed Shohieb, Suzan Hassan Bakhit, Ensaf Mohammed, Abdelghafar M. Elhady · 2025 · JMIR Serious Games
  21. VClass Engager: A Generative AI-Based System for Enhancing Student Engagement in Synchronous Online Classes
    Ali Saleh Alammary · 2025 · Electronics
  22. Accessibility Education for Software Engineers: Evaluating the Impact of Game-Based Learning
    P D Parthasarathy, Swaroop Joshi · 2025 · ACM Transactions on Computing Education
  23. An exploratory study of gamified classroom via Prezi
    Wong Seng Yue · 2015 · International Conference on Interactive Digital Media (ICIDM)
  24. Human Resource Management in Modern Organization
    Mojca Bernik · 2017
  25. Internal Communication in Organizations
    Marko Ferjan, Eva Jereb · 2017
  26. Proposal of Learning Support SNS Utilizing Gamification
    Syun Usami, Kohei Otake, Takashi Namatame · 2018 · Lecture notes in computer science
  27. International Conference on Creative and Innovative Technology Education 2018
    Norah Md Noor · 2019 · Journal of Technology and Science Education
  28. Continuous Evaluation of the Learning Process of Algebra Through a Semi-Automated Tool
    Blanca Estela Pedroza Méndez, Juan Manuel González-Calleros, Josefina Guerrero-García, César A. Collazos · 2019 · Journal of Information Technology Research
  29. Keberkesanan Quiziz sebagai Medium Alternatif Ulangkaji dan Pembelajaran Kendiri
    2020 · Personalia Pelajar
  30. Gamification Design Principles and Mechanics to Improve Retention
    Robert Costello · 2021 · Advances in game-based learning book series
  31. Gamificando “El Alquimista”, una intervención para educar en valores a jóvenes adolescentes
    Javier Lamoneda Prieto, Sixto González‐Víllora, Carlos Evangelio · 2022 · Revista de Investigación en Educación
  32. Félreértett Gamifikáció?
    Máté Fridrich · 2022 · Autonomy and Responsibility Journal of Educational Sciences
  33. Effect of gamification-based programs in the school physical education setting: a systematic review protocol
    Carlos Alberto Becerra-Fernández · 2022 · Journal of Physical Education and Human Movement
  34. Learning to Innovate by Innovating
    Àngela Janer Hidalgo · 2023 · Advances in educational technologies and instructional design book series
  35. Moodle's Modern Gamification Toolbox: A Practical Application
    Kalin L. Dimitrov, Eugenia Petrova Kovatcheva · 2023 · Serdica Journal of Computing
  36. Educação em Jogo: Os possíveis aspectos negativos do uso da gamificação nos processos de ensino na educação profissional e tecnológica
    Tatiane Netto Moraes, Paula Teixeira Nakamoto · 2024 · Educação (UFSM)
  37. Improving part-time instructors’ student failure rate with an educational engagement information system
    Jared R. Chapman, Maureen Snow Andrade · 2024 · Educational Technology Research and Development
  38. An Examination of Influential Factors on Gamification in Higher Education: A Content Analysis
    Wenzhen Li, Leping Liu · 2023 · International Journal of Technology in Teaching and Learning
  39. The Impact of Using Gamified Augmented Reality in Developing Learning Engagement and Quality of Learning Life among Tenth-Grade Physics Students
    Majed Alharthi · 2024 · International Journal for Research in Education
  40. Gamification in business and entrepreneurship education – theory and applications
    Едуард Маринов, Elena Spasova · 2023 · Digital Age in Semiotics & Communication
  41. Impact of Gamified Problem Sheets in Seppo on Self-Regulation Skills
    Edina-Timea Opriș, Iuliana Zsoldos-Marchiş, Edit Egri · 2024 · Open Education Studies
  42. Implementación de un escape room educativo para la enseñanza de sostenibilidad ambiental en Economía de Bachillerato
    Juan Guerrero Calderón, María Teresa Tascón Fernández, Oliver Fernández González · 2024 · European Public & Social Innovation Review
  43. Enhancing Knowledge Transmission: The Perspective of Gamification User Profiles
    Charline Unternährer, Francesco Termine, Alessio De Santo · 2024 · Procedia Computer Science
  44. Gamification in Education in the Age of Artificial Intelligence
    Yavuz Samur, Zeynep Cömert · 2024 · Advances in educational marketing, administration, and leadership book series
  45. Leveraging Event Gamification for Event Planning and Creating a Memorable Experience
    Aarti Madan, Vaniki Joshi Lohani · 2024 · Advances in hospitality, tourism and the services industry (AHTSI) book series
  46. 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
  47. Open Source Investigations for Legal Accountability
    Alexa Koenig, Lindsay Freeman · 2019 · Oxford University Press eBooks
  48. Ethics in Open Source Investigations
    Zara Rahman, Gabriela Ivens · 2019 · Oxford University Press eBooks
  49. The Impact of Gamification on Developing Foreign Language within Elementary Students’ Speaking Skills: An Experimental Study
    Halah Aal-Asheakh, Wafa Ismail Saud · 2024 · Journal of Learning and Development Studies
  50. Integrating Gamification with BIM for Enhancing Participatory Design
    Zeynep Ozge Yalcin · 2024 · Journal of Computational Design
  51. Cultivating Effective Classroom Management: The Implementation of an Adaptive Gamification Platform
    Chi-Fang Chang, Tsung‐Yen Chuang, Wei-Fan Chen, Yen-Ning Su · 2024 · IIAI International Congress on Advanced Applied Informatics (IIAI-AAI)
  52. Exploring Lecturers’ Readiness and Perceptions of Gamification in Higher Education Institutions of South Africa
    Takudzwa Shumba · 2024 · Journal of Public Administration and Development Alternatives
  53. Optimizing Gamification Adoption in Higher Education
    Khaled Alhasan, Khawla Alhasan, Samaa Alhashimi · 2025 · International Journal of Game-Based Learning
  54. Dimensi Kinerja Dosen Dalam Meningkatkan Prestasi Mahasiswa
    Riska Affriani · 2024 · Management of Education Jurnal Manajemen Pendidikan Islam
  55. Exploring the Impact of Gamification on Behavioral Change: The Role of Grade Incentives and Free-Choice Behavior
    Chengyuan Jia, Yao Lu · 2025 · International Journal of Human-Computer Interaction
  56. Using Kahoot as a Gamified Learning Approach to Enhance Classroom Engagement and Reduce Test Anxiety
    Sana Anwar Lashari, Shakeel Ur Rahman, Tahira Anwar Lashari · 2025 · RMLE Online
  57. Gamification in Adult Learning
    Abdülmenaf Gül, Cigdem Uz-Bilgin · 2020 · Advances in higher education and professional development book series
  58. Optimizing the Learning Experience: Examining Interactions Between the Individual Learner and the Learning Context
    Summer Rebensky, Maria Chaparro, Meredith Bell Carroll · 2020 · Advances in intelligent systems and computing
  59. “ THE EFFECT OF MIXED GAMIFICATION AND ACHIEVEMENT MOTIVATION ON CONCEPT COMPREHENSION AND CREATIVE THINKING SKILLS IN LEARNING SCIENCE.”
    Bilqis Firyal Nabilah Et al. · 2021 · Psychology and Education Journal
  60. Engaging Students in a Flipped Language Classroom via Kahoot
    Teh Hong Siok, Choong Pow Yean, Nur Anisah Tan Abdullah, Laura Christ Dass · 2021 · International Journal of Academic Research in Business and Social Sciences
  61. Przedsiębiorczy gracz – jak mechanizmy grywalizacji motywują do nauki uczniów w szkole średniej?
    Joanna Świętoniowska · 2021 · Przedsiębiorczość - Edukacja
  62. Identifying Elements of Gamification for Reading Music Notation in Music Education
    Jessellah Samat, Aslina Baharum, Christina Andin · 2022 · International Conference on Information and Communication Technology Convergence (ICTC)
  63. A Media Interpretation of the Negative Impact of Cloud Technologies
    Michael S. Tang, Arunprakash T. Karunanithi · 2016 · Advances in educational technologies and instructional design book series
  64. EL ROL DEL JUEGO DIGITAL EN EL APRENDIZAJE DE LAS MATEMÁTICAS: EXPERIENCIA CONJUNTA EN ESCUELAS DE BÁSICA PRIMARIA EN COLOMBIA Y BRASIL
    Julian Moreno Cadavid, Alberto Alejandro Piedrahita Ospina, Marta Rosecler Bez · 2016 · Revista Electrónica de Investigación en Educación en Ciencias
  65. Evaluation of an Automatic Essay Correction System Used as an Assessment Tool
    Sergio Antonio Andrade De Freitas, Edna Dias Canedo, Cristovao Lima Frinhani, Maurício Vidotti Fernandes, Márcia C. Silva · 2017 · Lecture notes in computer science
  66. Extração e Recomendação de Boas e Más Práticas Pedagógicas a Partir de Processos de Ensino e Aprendizagem usando um Sistema Tutor Inteligente Gamificado
    Sivaldo Joaquim, Ig Ibert Bittencourt, Rafael de Amorim Silva, Patrícia Ospina · 2018 · Anais do ... Simpósio Brasileiro de Informática na Educação/Anais do Simpósio Brasileiro de Informática na Educação
  67. Clima motivacional percibido hacia el deporte y factores académicos en estudiantes universitarios de Granada
    Ramón Chacón Cuberos, Asunción Martínez Martínez, Támara Espejo Garcés, Manuel Castro Sánchez, Félix Zurita Ortega, Antonio José Pérez Cortés · 2018 · Revista Electrónica de Investigación Educativa
  68. Adaptive Hypermedia Systems
    Ana Carolina Tomé Klock, Isabela Gasparini, Marcelo Soares Pimenta, José Palazzo Moreira de Oliveira · 2018 · Advances in multimedia and interactive technologies book series
  69. A Proposal for Integrating Gamification into Task-Oriented Portfolio Assessment
    Jonathon Meyers, Andrew Cain, J. Renzella · 2018 · IEEE International Conference on Teaching, Assessment, and Learning for Engineering
  70. Introduction to a Class-based Online Writing Environment: Gwrit (Game of Writing)
    Jinman Zhang, Geoffrey Rockwell, Roger Graves · 2019 · Digital Studies / Le champ numérique
  71. Pedagogical Cases in Integrating Technology Into Instruction
    Jackie HeeYoung Kim, Lucas John Jensen · 2019 · Advances in higher education and professional development book series
  72. A concept paper on the impacts of individual gamification elements on user’s intrinsic motivation and performance
    A John Peter, Carolyn Salimun, Esmadi Abu Abu Seman · 2019 · Journal of Physics Conference Series
  73. Protective Effect of HLA-E*0101/*0103 Genotype in Survival of Patients After Allogeneic Hematopoietic Stem Cell Transplant
    Fatemeh Mardani Valandani, Sadegh Ghorbani-Dalini, Mani Ramzi, Heydar Aghababa, Meysam Sarshar, Najmeh Haghgoo, Negar Azarpira · 2020 · Experimental and Clinical Transplantation
  74. The Effects of Collaborative Reading Annotation System with Gamified Mechanisms on Reading Comprehension Performance
    Lin-Kuei Tsai, Ming-Chaun Li, Chih‐Ming Chen · 2020 · International Congress on Advanced Applied Informatics (IIAI-AAI)
  75. Peningkatan Persepsi Guru IPA Terhadap Penggunaan Pendekatan Gamification pada Kegiatan dan Evaluasi Pembelajaran
    Daniar Setyo Rini, Ade Suryanda, Eka Putri Azrai · 2021 · Jurnal SOLMA
  76. Teacher’s Perception on the Use of Gamification for Students with Learning Disabilities
    Ranjanie Karunamoorthy, Mohd Mokhtar Tahar, Ummi Kalthum Mohd Mokhtar · 2020 · Jurnal Penelitian dan Pengembangan Pendidikan Luar Biasa
  77. Effect of Gamification on Motivated Learning Strategies among College Students
    Mohd. Moshahid · 2021 · Learning Community-An International Journal of Educational and Social Development
  78. Using English Minecraft module to enhance university students‘ motivation in learning English
    Nur Hafezah Hussein, Hanim Mustafa · 2021 · Kresna Social Science and Humanities Research
  79. Review of Gamified MOOC’s Impact Toward Learner’s Motivation in Learning Effectiveness Context
    Tan Wei Kian, Mohd Shahrizal Sunar, Goh Eg Su · 2022 · Lecture notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering
  80. Designing a Gamification Algorithm for Language Learning Application
    Shiv Ranjan, Mani Tyagi · 2022 · International Conference on Innovative Practices in Technology and Management (ICIPTM)
  81. An Investigation into Undergraduate Students’ Perception of Kahoot Mediated E-Assessment
    Moh. Arif Mahbub · 2022 · JEELS (Journal of English Education and Linguistics Studies)
  82. Gamification in a textbook for Brazilian learners of English
    Cláudio de Paiva Franco · 2022 · BELT – Brazilian English Language Teaching Journal
  83. Autoeficacia en el aprendizaje, compromiso académico y participación en Minecraft
    María Isabel Villa Montoya, David Sebastián Baldeón Padilla, Diego Montoya Bermúdez · 2022 · Revista Latina de Comunicación Social
  84. Permainan Berkomputer Mata Pelajaran Matematik dalam Tajuk Operasi Asas
    Nur Syazwi Che Mohd Sukri, Mohd Hishamuddin Abdul Rahman · 2022 · Journal of Engineering Technology and Applied Science (JETAS)
  85. Effects of Instructions, Assistance, Narrative, Competition, Challenge, and Age on Performances in Digital Learning Games
    Inbal Leuchter, Gila Kurtz · 2022 · International Journal of Advanced Corporate Learning (iJAC)
  86. El enfoque complejo de las Estrategias de Gamificación en la Educación Superior
    Wilma Peñafiel Rodríguez · 2021 · REVISTA EDUSER
  87. Revisión Sistemática acerca del Efecto de la Ludificación de la Enseñanza en la Motivación de Estudiantes de Educación Superior
    Valeria Aylin Infante-Villagrán, Jorge Ignacio Maluenda Albornoz, Yaranay López-Angulo, Alejandro Díaz Mújica · 2022 · Revista Interuniversitaria de Formación del Profesorado Continuación de la antigua Revista de Escuelas Normales
  88. Aplikasi Gamifikasi Peralatan Konstruksi untuk Pembelajaran Jarak Jauh pada Masa Pandemi
    Febri Fahmi Hakim, Eko Kusumo Friatmojo, Galih Adya Taurano, Hendra Adi Wijaya · 2022 · Jurnal Inovasi Teknologi Pendidikan
  89. Higher education for public good: Perspectives in the new academic landscape in South Africa
    Benjamin Tatira, Clifford Kendrick Hlatywayo, Dejo Olowu, Kehinde Aruleba, Lucky C. Ndzoyiya, Nobert Rangarirai Jere, Sanjay Balkaran, Tanaka Last Jere, Yusuf Lukman · 2022
  90. Experiência Gamificada na Aula Remota de Matemática com a Plataforma Quizizz
    Raimundo Ribeiro Filho, José Cravino, J. Bernardino Lopes · 2023 · REICE Revista Iberoamericana sobre Calidad Eficacia y Cambio en Educación
  91. فاعلية بيئة تعليمية قائمة على التلعيب في تنمية مهارات التعلم العميق لدى الطالبات المعلمات بجامعة الأقصى
    Intisar Mahmoud Naji, Magdy Said Aqel · 2023 · Dirasat: Educational Sciences
  92. Knowledge Visualization for Learning in Higher Education Contexts: Systemizing the Field
    Christian Spletter, Martin J. Eppler · 2023 · European Conference on Knowledge Management
  93. Enhancing Artistic Learning Through Gamification
    Alejandro Galindo Durán, Raquel Sánchez Fuentes · 2024 · Advances in educational technologies and instructional design book series
  94. The effectiveness of using mobile applications for studying in non-language specialties at higher education institutions
    Olha V. Melnychuk, Олена Арделян, Iryna Pinchuk · 2024 · Multidisciplinary Science Journal
  95. Trigger Screen Restriction Framework, iOS use Case Towards Building a Gamified Physical Intervention
    Majed Hariri, Richard Stone · 2024 · International Journal of Advanced Computer Science and Applications
  96. Aportes para la evaluación de estrategias pedagógicas gamificadas con juegos serios e intervención del azar
    Hugo Alejandro Muñoz Bonilla, Diego Fernando Vasco Gutiérrez · 2024 · Revista Interuniversitaria de Formación del Profesorado Continuación de la antigua Revista de Escuelas Normales
  97. How to Preserve Open Source Information Effectively
    Yvonne Ng · 2019 · Oxford University Press eBooks
  98. How to Verify and Authenticate User-generated Content
    Aric Toler · 2019 · Oxford University Press eBooks
  99. Impact of Space Science Innovative Technology Activities on Middle School Student Groups Underrepresented in STEM
    Rhonda W. Christensen, Gerald Knezek · 2023 · Journal of Computers in Mathematics and Science Teaching
  100. ENHANCING MOTIVATION, ENGAGEMENT AND TEAM BUILDING AMONG PSYCHOLOGY UNDERGRADUATES THROUGH GAME BASE LEARNING
    Pilar Martín, Sonia Agut, Juan Luis Azkue · 2018 · EDULEARN proceedings