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 (1,919)

Items 601–700 of 1,919

  1. Adaptive Gamification and Its Impact on Performance
    Christian E. Lopez, Conrad S. Tucker · 2021 · Lecture notes in computer science
  2. First year nursing students’ evaluation of Kahoot! to facilitate learning and testing knowledge. A pilot study in Ireland and Italy
    Kate Coveney, Suja Somanadhan, Emma Nicholson, Simone Piga, Valentina Pizziconi, Giuliana D’Elpidio, Andrea Gazzelloni · 2022 · Teaching and learning in nursing
  3. Gamification of Electronic Negotiation Training: Effects on Motivation, Behaviour and Learning
    Andreas Schmid, Mareike Schoop · 2022 · Group Decision and Negotiation
  4. The Active Methodology of Gamification to Improve Motivation and Academic Performance in Educational Context: A Meta-Analysis
    Javier Mula-Falcón, Iñaki Moya, Alberto Ruiz‐Ariza · 2022 · Review of European Studies
  5. It's About Understanding Each Other's Culture Improving the Outcomes of Mobile Learning by Avoiding Culture Conflicts
    Sissy-Josefina Ernst, Andreas Janson, Matthias Söllner, Jan Marco Leimeister · 2016 · SSRN Electronic Journal
  6. Designing for Civil Conversations: Lessons Learned from ChangeMyView
    Shagun Jhaver, Pranil Vora, Amy S. Bruckman · 2017 · SMARTech Repository (Georgia Institute of Technology)
  7. The use of avatars in digital role-playing games (RPGs) in computer-assisted language learning (CALL)
    Charly Harbord, Euan Dempster, Darshana Jayemanne · 2021 · Bloomsbury Academic eBooks
  8. Gamified eHealth interventions for health promotion and disease prevention in children and adolescents: a scoping review
    Pilar Bas‐Sarmiento, Carmen Julián-López, Martina Fernández‐Gutiérrez, Miriam Poza‐Méndez, Antonio Jesús Marín Paz · 2025 · Humanities and Social Sciences Communications
  9. Gamification Approaches to Learning and Knowledge Development: A Theorical Review
    Raul Inácio Busarello, Vânia Ribas Ulbricht, Luciane Maria Fadel, Andiara Valentina de Freitas e Lopes · 2016 · Advances in intelligent systems and computing
  10. Gamification of assembly planning in virtual environment
    Samir Garbaya, Daniela Maria Romano, Gunjeet Hattar · 2019 · Assembly Automation
  11. La gamificación en educación física: efectos sobre la motivación y el aprendizaje (Gamification in Physical Education: Evaluation of impact on motivation and motor learning)
    Marta Sevilla-Sánchez, Xurxo Dopico-Calvo, José Morales, Eliseo Iglesias‐Soler, Juan Fariñas, Eduardo Carballeira · 2022 · Retos
  12. Collaborative creativity among undergraduate students as game creators during gamification in a university-wide elective course
    Julia Lee, Ruxin Lim, Fitri Suraya Mohamad, Kim Geok Chan, Faizah Haji Mas’ud · 2023 · Journal of University Teaching and Learning Practice
  13. The Effectiveness of Gamification in Physical Education: A Systematic Review
    Eltanahi Nagla, Mona Soliman, Hager Abdel Hady, Rawan Alfrehat, Rasha Abd Alfattah Mohammed Faid, Mona Abdelmoneim, Marwa Torki, Noha Hamoudah · 2023 · International Journal of Education in Mathematics Science and Technology
  14. Gamifying your Teaching: Guidelines for Integrating Gameful Learning in the Classroom
    Stein Brunvand, David Hill · 2018 · College Teaching
  15. Digital Badges for Motivating Introductory Programmers: Qualitative Findings from Focus Groups
    Lisa Facey-Shaw, Marcus M. Specht, Jeanette Bartley-Bryan · 2018 · 2022 IEEE Frontiers in Education Conference (FIE)
  16. Aprendizaje basado en un proyecto de gamificación: vinculando la educación universitaria con la divulgación de la geomorfología de Chile
    Delia Rodríguez-Oroz, Roberto Gòmez-Espina, María Jesús Bravo Pérez · 2019 · Revista eureka sobre enseñanza y divulgación de las ciencias
  17. ¿Jugamos al Súper Mario Bros? Descripción de una experiencia gamificada en la formación del profesorado de Educación Física (Will we play Super Mario Bros? Description of a gamified experience in the training of Physical Education teachers)
    Gonzalo Flores Aguilar · 2019 · Retos
  18. Juego y gamificación: Innovación educativa en una sociedad en continuo cambio
    Javier Gil Quintana, Elizabeth Prieto Jurado · 2019 · Revista Ensayos Pedagógicos
  19. Impact of narrative and badging on learning and engagement in a psychology learning game
    Joseph R. Fanfarelli · 2020 · British Journal of Educational Technology
  20. Understanding second grader’s computational thinking skills in robotics through their individual traits
    Youngkyun Baek, Dazhi Yang, Yibo Fan · 2019 · Information Discovery and Delivery
  21. Misinformation-Aware Social Media: A Software Engineering Perspective
    Malik Almaliki · 2019 · IEEE Access
  22. Game Element Preferences and Engagement of Different Hexad Player Types in a Gamified Physics Course
    Coleen M. Amado, Lydia S. Roleda · 2020 · International Conference on e-Education, e-Business, e-Management and e-Learning
  23. Acknowledging All Learning: Alternative, Micro, and Open Credentials
    Richard E. West, Timothy J. Newby, Zui Cheng, Alyssa Erickson, Kyle Clements · 2020 · Springer eBooks
  24. The Implementation of Gamification System in Asian Higher Education Teaching
    Desman Hidayat · 2021 · Journal of Games Game Art and Gamification
  25. Gamification of query-driven knowledge sharing systems
    Christine Van Toorn, Samuel Nathan Kirshner, James Gabb · 2020 · Behaviour and Information Technology
  26. Empirical Investigation of Participation on Crowdsourcing Platforms
    Abhishek Behl, Pratima Amol Sheorey, Meena Chavan, Kokil Jain, Isha Jajodia · 2021 · Journal of Global Information Management
  27. What to do and what to avoid on the use of gamified intelligent tutor system for low-income students
    Sivaldo Joaquim, Ig Ibert Bittencourt, Rafael de Amorim Silva, Patrícia L. Espinheira, Marcelo Reis · 2021 · Education and Information Technologies
  28. Effect of Gamified Mobile Applications and the Role of Player Types on the Achievement of Students
    Feray Uğur Erdoğmuş, Recep Çakır · 2022 · Journal of Educational Computing Research
  29. Goal-Based Manufacturing Gamification: Bolt Tightening Work Redesign in the Automotive Assembly Line
    Seunghwan Roh, Kyoungwon Seo, Jiyoung Lee, Jihyo Kim, Hokyoung Blake Ryu, Changho Jung, HyunWoo Lee, Jongho Shin · 2016 · Advances in intelligent systems and computing
  30. On the Role of Social Comparison Processes in Gamified Work Situations
    Martin Huschens, Franz Rothlauf, Ricarda Rothe · 2019 · Hawaii International Conference on System Sciences (HICSS)
  31. Design of gamified asynchronous online discussions
    Lu Ding, ChanMin Kim, Michael A. Orey · 2020 · Technology Pedagogy and Education
  32. Escape the Evil Professor! Escape Room Review Activity
    Jessica A. LaPaglia · 2020 · Teaching of Psychology
  33. Fostering engagement and historical understanding with a digital learning environment in secondary education
    Diego Miguel-Revilla, Mercedes De la Calle-Carracedo, María Sánchez Agustí · 2020 · E-Learning and Digital Media
  34. A Spoonful of Sugar: Gamification as Means for Enhancing Employee Self-Leadership and Self-Concordance at Work
    Richard A. Oxarart, Jeffery D. Houghton · 2021 · Administrative Sciences
  35. Impact of Gamification, Games, and Game Elements in Education
    Kavisha Duggal, Parminder Singh, Lovi Raj Gupta · 2021 · Advances in Science, Technology & Innovation/Advances in science, technology & innovation
  36. How does adaptive gamification impact different types of student motivation over time?
    Stéphanie Reyssier, Audrey Serna, Stuart Hallifax, J.-C. Marty, Stéphane Simonian, Élise Lavoué · 2023 · Interactive Learning Environments
  37. Gamified learning: Assessing the influence of leaderboards on online formative quizzes in a computer programming course
    Harun Çiğdem, Mehmet Emin Korkusuz, Caner KARAÇALTI · 2023 · Computer Applications in Engineering Education
  38. Rethinking Gamification Failure: A Model and Investigation of Gamified System Maladaptive Behaviors
    Shih-Lun Tseng, Heshan Sun, Radhika Santhanam, Shuya Lu, Jason Bennett Thatcher · 2023 · Information Systems Research
  39. The Impact of Using Gamification in Learning Computer Science for Students in University
    Risna Oktaviati, Adam Amril Jaharadak · 2018 · International Journal of Engineering & Technology
  40. Human Nature Is Not a Machine: On Liberty, Attention Engineering, and Learning Analytics
    Sarah Hartman‐Caverly · 2019 · Library trends
  41. FinCraft: Immersive Personalised Persuasive Serious Games for Financial Literacy Among Young Decision-Makers
    Aldrich Jan Anthony Oyardo Rasco, Johnny Chan, Gabrielle M Peko, David Sundaram · 2020 · Hawaii International Conference on System Sciences (HICSS)
  42. Students' Perception toward the Application of Kahoot! as an Assessment Tool in EFL Class
    Nurhadianti Nurhadianti, Bambang Widi Pratolo · 2020 · Universal Journal of Educational Research
  43. Gamification in statistics education: A literature review.
    Nikoletta-Zampeta Legaki, Juho Hamari · 2020
  44. Innovation in project management education - let’s get serious!
    Tim Tews, Gregory James Skulmoski, Craig Langston, Alan Patching · 2020 · Construction Economics and Building
  45. Designing an Indoor Air Quality Monitoring App for Asthma Management in Children: User-Centered Design Approach
    Sunyoung Kim, Yunoh Park, Matthew Ackerman · 2021 · JMIR Formative Research
  46. If the Gear Fits, Spin It!
    Mina C. Johnson‐Glenberg, David A. Birchfield, Colleen Megowan-Romanowicz, Erica L. Snow · 2015 · International Journal of Gaming and Computer-Mediated Simulations
  47. IMPLEMENTATION OF GAMIFICATION STRATEGIES FOR THE ENHANCEMENT OF DIGITAL COMPETENCES
    Ángel Torres-Toukoumidis, Mario Mäeots · 2019 · INTED proceedings
  48. Gamification and Engagement: Development of Computational Thinking and the Implications in Mathematical Learning
    Fernanda Pires, Fábio Michel Maquiné De Lima, Rafaela Melo · 2019 · IEEE International Conference on Advanced Learning Technologies (ICALT)
  49. Gamification and learning performance : a systematic review of the literature
    Margarita Ortíz-Rojas, Katherine Chiluiza, Martín Valcke · 2017 · Ghent University Academic Bibliography (Ghent University)
  50. The impact of different play activity designs on students’ embodied learning
    Bria Davis, Xintian Tu, C. Georgen, J. Danish, Noel Enyedy · 2019 · Information and Learning Sciences
  51. Gamified learning impact: a meta-analysis of game element combinations on students’ learning outcomes
    Wei-Ang Dai, Wei Min Xu, Qian-Wen Xing · 2025 · Educational Technology Research and Development
  52. Language Learning in the 21st Century
    Debbita Tan Ai Lin, Bee Choo Lee, Malini N. G. Ganapathy, Shaidatul Akma Adi Kasuma · 2019 · International Journal of Virtual and Personal Learning Environments
  53. User behavior pattern detection in unstructured processes – a learning management system case study
    David Codish, Eyal Rabin, Gilad Ravid · 2019 · Interactive Learning Environments
  54. A Proposal to Use Gamification Systematically to Nudge Students Toward Productive Behaviors
    Stephen H. Edwards, Zhiyi Li · 2020 · Koli Calling International Conference on Computing Education Research
  55. Effects of gamified didactic with exergames on the psychological variables associated with promoting physical exercise: results of a natural experiment run in primary schools
    Alejandro Quintás, Juan Carlos Bustamante · 2021 · Physical Education and Sport Pedagogy
  56. Gamification and e-learning adoption: a sequential mediation analysis of flow and engagement
    Saurabh Gupta, Priyanka Priyanka · 2022 · VINE Journal of Information and Knowledge Management Systems
  57. Promoting engagement in online learning beyond COVID‐19: Possible strategies and directions for future research
    Khe Foon Hew, Weijiao Huang · 2023 · Future in Educational Research
  58. Review of Serious Energy Games: Objectives, Approaches, Applications, Data Integration, and Performance Assessment
    Hossein Nasrollahi, Ioannis Lampropoulos, Stefan Werning, Anton Belinskiy, Jan Dirk Fijnheer, Remco C. Veltkamp, Wilfried G.J.H.M. van Sark · 2023 · Energies
  59. The Effect of Psychological Distress on Adolescents’ Academic Engagement: The Roles of Social-Emotional Competence and Teachers’ Caring Behavior
    Zilong Yin, Wanying Guo, Yue Wang · 2023 · Psychology Research and Behavior Management
  60. "There Is No Rose Without A Thorn"
    Gabriella Dodero, Rosella Gennari, Alessandra Melonio · 2015 · Biannual Conference of the Italian SIGCHI Chapter (CHItaly)
  61. Towards automated assessment in game-creative programming courses
    Emília Pietriková, Ján Juhár, Jana Šťastná · 2015 · International Conference on Emerging eLearning Technologies and Applications (ICETA)
  62. TrAcademic
    Brian Harrington, Ayaan Chaudhry · 2017 · ACM Conference on Innovation and Technology in Computer Science Education (ITiCSE)
  63. Gamificación del aprendizaje y motivación en universitarios. Elaboración de una historia interactiva: MOTORIA-X
    Joel Manuel Prieto Andreu · 2018 · Edutec Revista Electrónica de Tecnología Educativa
  64. Gamification as a Teaching Resource for English-Medium Instruction and Multilingual Education at University
    María del Mar Sánchez Pérez, Alicia Galera Masegosa · 2019 · Advances in educational technologies and instructional design book series
  65. Kahoot! As a Formative Assessment Tool in Foreign Language Learning: A Case Study in Greek as an L2
    G. Kapsalis, A. Galani, Olga Tzafea · 2020 · Theory and Practice in Language Studies
  66. Academic Games as a Form of Increasing Student Engagement in Remote Teaching
    Nina Dorfner, Rana Zakerzadeh · 2021 · Biomedical Engineering Education
  67. A Formative Assessment Framework Using Game-Quiz Educational Approach
    Esraa Ahmad, Ahmed Al-Sa’di, Kieran Beggs · 2020 · IEEE International Conference on Teaching, Assessment, and Learning for Engineering
  68. The impact of a gamified mobile question-asking app on museum visitor group interactions: an ICAP framing
    Jesse Ha, Luis E. Pérez Cortés, Man Su, Brian C. Nelson, Catherine D. D. Bowman, Judd D. Bowman · 2021 · International Journal of Computer-Supported Collaborative Learning
  69. Gamification in History Learning: A Literature Review
    Oka Agus Kurniawan Shavab, Leli Yulifar, Nana Supriatna, Agus Mulyana · 2021 · Advances in Social Science, Education and Humanities Research/Advances in social science, education and humanities research
  70. Zenesziget. Játékosítás (gamifikáció) digitális eszközökkel az ének-zene oktatásban
    Norbert Szabó · 2018 · Gyermeknevelés Tudományos Folyóirat
  71. Gamification: focus on the strategies being implemented in interventions: a systematic review protocol
    Sílvia Lopes, Armanda Pereira, Paula Magalhães, André Oliveira, Pedro José Sales Luís Fonseca Rosário · 2019 · BMC Research Notes
  72. Does Gamification Improve Flow Experience in Classroom? An Analysis of Gamer Types in Collaborative and Competitive Settings
    Alexandre Marinho, Ig Ibert Bittencourt, Wilk Oliveira Dos Santos, Diego Dermeval · 2019 · Revista Brasileira de Informática na Educação
  73. Digital Games (Gamification) in Learning and Training: an Approach to Adaptation and Integration in the Classroom
    Zulma Liliana Vargas-Macías, Ariel Adolfo Rodríguez Hernández, Claudia Liliana Sánchez Sáenz · 2020 · GiST Education and Learning Research Journal
  74. Game over or continue? How gamification can improve completion rate in adaptive learning
    Francisco Pitthan, Kristof De Witte · 2024 · Education and Information Technologies
  75. Effect of Gamified, Mobile, Cloud-Based Learning Management System (GMCLMS) on student engagement and achievement
    Hosnia M. M. Ahmed, Hassan A. El-Sabagh, Doaa Mohamed Elbourhamy · 2025 · International Journal of Educational Technology in Higher Education
  76. Gamification in English Language Classrooms: The Case of Kahoot!
    Ezgi Kıyançiçek, L. Uzun · 2022 · Bilim, eğitim, sanat ve teknoloji dergisi
  77. Self-Directed Learning in the era of the COVID-19 pandemic: Research on the affordances of online virtual excursions
    Sanette J. Brits, Byron John Bunt, Lloyd Conley, Ninette Crous, Adri Du Toit, Yolani Geldenhuys, Susanna Magrietha Hanekom, Marietjie Havenga, Anette Hay, Yolande Heymans et al. · 2022 · NWU self-directed learning series
  78. Presenting points or rank: The impacts of leaderboard elements on English vocabulary learning through video lectures
    Zhongling Pi, Qiuchen Yu, Yi Zhang, Yan Li, Hui Chen, Jiumin Yang · 2023 · Journal of Computer Assisted Learning
  79. Toward improving student motivation and performance in introductory programming learning by Scratch: The role of achievement emotions
    Fu-Hsiang Wen, Tienhua Wu, Wei-Chih Hsu · 2023 · Science Progress
  80. Need for Affect, Problematic Social Media Use and the Mediating Role of Fear of Missing Out in European and Arab Samples
    Areej Babiker, Mohamed Basel Almourad, Constantina Panourgia, Sameha Ahmed Ali Alshakhsi, Christian Montag, Raian Ali · 2023 · Psychology Research and Behavior Management
  81. Social media use in the workplace: The role of social comparison in negative behaviors
    Linmin Chen, Xu Yan, He Yuan · 2024 · Acta Psychologica
  82. The effect of game-based learning on the development of entrepreneurial competence among higher education students
    Ana Dias Daniel, Yannara Negre, Joaquim A. Casaca, Rui Patrício, Rodolpho Tsvetcoff · 2024 · Education + Training
  83. Towards gamification for spatial digital learning environments
    Sanghamitra Das, Sri Vaishnavi Nakshatram, Heinrich Söbke, Jannicke Baalsrud Hauge, Christian A. Springer · 2024 · Entertainment Computing
  84. Galaxy Shop: Projection-Based Numeracy Game for Teenagers with Down Syndrome
    Jailan Salah, Slim Abdennadher, Shery Atef · 2017 · Lecture notes in computer science
  85. Prevention Focus Relates to Performance on a Loss-Framed Inhibitory Control Task
    Benjamin T. Files, Kimberly A. Pollard, Ashley H. Oiknine, A. Passaro, Peter Khooshabeh · 2018 · Frontiers in Psychology
  86. Supporting Motivation and Effort Persistence in an Online Financial Literacy Course Through Game-Based Learning
    Larysa Nadolny, Jeanna Nation, Jonathan Fox · 2019 · International Journal of Game-Based Learning
  87. The Role of Leisure Centrality in University Students’ Self-satisfaction and Academic Intrinsic Motivation
    Heetae Cho, Weisheng Chiu · 2020 · The Asia-Pacific Education Researcher
  88. The happy association of game and gamification: the use and evaluation of game elements with game-based activities
    Semra Fiş Erümit, Türkan Karakuş Yılmaz · 2021 · Technology Pedagogy and Education
  89. Educational Technology in Teaching Community: Reviewing the Dimension of Integrating Ed-Tech Tools and Ideas in Classrooms
    Sk Rezwan Shihab, Nahida Sultana, Abdul Samad, M. Hamza · 2023 · Eduvest - Journal Of Universal Studies
  90. Linking exploration to academic performance
    Panagiotis Gkorezis, Πέτρος Κωσταγιόλας, Dimitris A. Niakas · 2017 · Library Management
  91. Friending to Flame
    Selen Türkay, Sonam Adinolf · 2019 · CHI Conference on Human Factors in Computing Systems
  92. Mapping Gaming Elements with Gamification Categories: Immersion, Achievement, and Social in a MOOC Setting
    Rohani Rohan, Debajyoti Pal, Suree Funilkul · 2020 · International Conference on Innovations in Information Technology
  93. The combined effects of an anatomy program integrating drawing and gamification on basic psychological needs satisfaction among sport sciences students: Results of a natural experiment
    Lorena Latre Navarro, Alejandro Quintas‐Hijós, María‐José Sáez‐Bondía · 2023 · Anatomical Sciences Education
  94. How does perceived value of gamification improve online learning effectiveness? The role of flow state
    Pin Luarn, Chiao-Chieh Chen, Yu‐Ping Chiu · 2024 · Interactive Learning Environments
  95. A Systematic Review of the Effects of Gamification in Online Learning Environments on Learning Outcomes
    Esra Simsek, Türkan Karakuş Yılmaz · 2025 · Open Praxis
  96. Playing alone: can game design elements satisfy user needs in gamified mHealth services?
    Robert Mitchell, Lisa Schuster, Hyun Seung Jin · 2021 · Health Promotion International
  97. RETRACTED ARTICLE: Techniques for Increasing Educational Motivation and the Need to Assess Students’ Knowledge: The Effectiveness of Educational Digital Games in Learning English Grammatical Material
    Irina Shakhmalova, N. V. Zotova · 2023 · Journal of Psycholinguistic Research · Retracted
  98. Associations among posttraumatic stress disorder symptoms, life satisfaction, and well‐being comparisons: A longitudinal investigation
    Pascal Schlechter, Thole Hilko Hoppen, Nexhmedin Morina B · 2024 · Journal of Traumatic Stress
  99. Impact of Gamification on Collaborative Learning Development: A Quantitative Experimental Approach
    Benjamín Maraza-Quispe, Walter Choquehuanca-Quispe, Víctor Hugo Rosas-Imán · 2024 · IEEE Revista Iberoamericana de Tecnologias del Aprendizaje
  100. The impact of different combinations of game elements for gamified learning in higher education on student learning outcomes: a multilevel meta-analysis
    Wei Min Xu, Guang-Ru Xu, Qian-Wen Xing · 2024 · Studies in Higher Education