The DOI matches its Crossref record; 11 of the 11 references it cites were found in a registry or an index.
Gamification in assessment: Do points affect test performance?
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Citations
Cites
Hattie, J., & Timperley, H. (2007) · Review of Educational Research · doi:10.3102/003465430298487 · Cited by 12,905
The role of deliberate practice in the acquisition of expert performance
Ericsson, K. A., Krampe, R. T., & Tesch-Römer, C. (1993) · Psychological Review · doi:10.1037/0033-295x.100.3.363 · Cited by 9,564 · cited 1×
“Unfortunately, the control group was not assigned to perform the same educational activities in a nongame environment, making it difficult to disentangle the gaming effect from the practice effect (Ericsson, Krampe, & Tesch-R€ omer, 1993). In contrast, Papastergiou's (2009) control (nongame-like) group of high school…”
BackgroundDeci, E. L., Koestner, R., & Ryan, R. M. (1999) · Psychological Bulletin · doi:10.1037/0033-2909.125.6.627 · Cited by 7,176
What Video Games Have to Teach Us about Learning and Literacy
(2004) · Education + Training · doi:10.1108/et.2004.00446dae.002 · Cited by 6,674
Kluger, A. N., & DeNisi, A. (1996) · Psychological Bulletin · doi:10.1037/0033-2909.119.2.254 · Cited by 5,882
Formative assessment and the design of instructional systems
Sadler, D. R. (1989) · Instructional Science · doi:10.1007/bf00117714 · Cited by 4,285
Papastergiou, M. (2009) · Computers & Education · doi:10.1016/j.compedu.2008.06.004 · Cited by 1,689
A Meta-Analysis of the Effects of Feedback in Computer-Based Instruction
Azevedo, R., & Bernard, R. M. (1995) · Journal of Educational Computing Research · doi:10.2190/9lmd-3u28-3a0g-ftqt · Cited by 308
Measuring Learning Outcomes in Higher Education: Motivation Matters
Liu, O. L., Bridgeman, B., & Adler, R. M. (2012) · Educational Researcher · doi:10.3102/0013189x12459679 · Cited by 285
Digital Games in Language Learning and Teaching
(2012) · doi:10.1057/9781137005267 · Cited by 248
Cited by
The rise of motivational information systems: A review of gamification research
Koivisto, J., & Hamari, J. (2019) · International Journal of Information Management · doi:10.1016/j.ijinfomgt.2018.10.013 · Cited by 1,750
Gamifying education: what is known, what is believed and what remains uncertain: a critical review
Dichev, C., & Dicheva, D. (2017) · International Journal of Educational Technology in Higher Education · doi:10.1186/s41239-017-0042-5 · Cited by 2,112
“(Attali & Arieli-Attali, 2015; Hanus & Fox, 2015; Long & Aleven, 2014) Inconclusive 26 (50”
InfluentialThe effect of gamification on motivation and engagement
Alsawaier, R. S. (2018) · The International Journal of Information and Learning Technology · doi:10.1108/ijilt-02-2017-0009 · Cited by 887
Comparing success and engagement in gamified learning experiences via Kahoot and Quizizz
Orhan Göksün, D., & Gürsoy, G. (2019) · Computers & Education · doi:10.1016/j.compedu.2019.02.015 · Cited by 418
Legaki, N.-Z., Xi, N., Hamari, J., Karpouzis, K., & Assimakopoulos, V. (2020) · International Journal of Human-Computer Studies · doi:10.1016/j.ijhcs.2020.102496 · Cited by 328
Metadata
- Authors
- Attali, Y., & Arieli-Attali, M.
- Venue
- Computers & Education
- Publisher
- Elsevier BV
- Published
- 2015-04
- Volume
- 83
- Pages
- 57-63
- ISSN
- 0360-1315 (ISSN-L)
- OpenAlex
- W2025147319
- Cited by
- 392
- References
- 11
- FWCI
- 45.96
- Type
- journal article
- Language
- en
- Open access
- closed
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- The paper
- Attali, Y., & Arieli-Attali, M. (2015). Gamification in assessment: Do points affect test performance? Computers & Education. https://doi.org/10.1016/j.compedu.2014.12.012
Data sources
Bibliographic data: Semantic Scholar, OpenAlex, Crossref.
Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.