The DOI matches its Crossref record; 61 of the 62 references it cites were found in a registry or an index.
Engaging Asian students through game mechanics: Findings from two experiment studies
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In the citing paper
“Furthermore, the studies by de-Marcos et al. (2014) and Su and Cheng (2014) plus the first of two studies reported by Hew et al. (2016) were excluded from the analysis because they reported the same experiments as previously published or more extensive studies included in this sample.”
From The gamification of learning: a meta-analysis (2020) · cites this paper as Hew et al. (2016)
In the citing paper
“Finally, studies have reported a positive effect of game mechanics on the motivation of students to become engaged in their tasks (Hew, Huang, Chu & Chiu 2016;Huang et al. 2018).”
From Towards a motivational design? Connecting gamification user types and online learning activities (2020) · cites this paper as Hew, Huang, Chu & Chiu 2016
Citations
Cites
The "what" and "why" of goal pursuits: Human needs and the self-determination of behavior
Deci, E. L., & Ryan, R. M. (2000) · Psychological Inquiry · doi:10.1207/s15327965pli1104_01 · Cited by 34,210
A theory of social comparison processes
Festinger, L. (1954) · Human Relations · doi:10.1177/001872675400700202 · Cited by 20,926
Self-efficacy mechanism in human agency
Bandura, A. (1982) · American Psychologist · doi:10.1037/0003-066x.37.2.122 · Cited by 15,975
(2001) · Cited by 13,930
School Engagement: Potential of the Concept, State of the Evidence
Fredricks, J. A., Blumenfeld, P. C., & Paris, A. H. (2004) · Review of Educational Research · doi:10.3102/00346543074001059 · Cited by 12,581
Kilzer, E., & Skinner, B. F. (1953) · The American Catholic Sociological Review · doi:10.2307/3707860 · Cited by 8,940
From game design elements to gamefulness: defining "gamification"
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011) · Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments · doi:10.1145/2181037.2181040 · Cited by 8,402
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
Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification
Hamari, J., Koivisto, J., & Sarsa, H. (2014) · 2014 47th Hawaii International Conference on System Sciences · doi:10.1109/hicss.2014.377 · Cited by 5,201
Halford, G. S., & Andrews, G. (2007) · Wiley eBooks · doi:10.1002/9780470147658 · Cited by 4,912
Research works printed but not linked: 2
- Bartle, 1996, Hearts, clubs, diamonds, spades: players who suit MUDs, Journal of MUD Research, 1, 1
- Bhattacharyya, 2010, Individuality as a negative characteristic in students to carry out teamwork and the challenges for a soft skills trainer to groom management students – a critical review, Asian Journal of Management Research, 566
Cited by
Sorted by citations
The gamification of learning: a meta-analysis
Sailer, M., & Homner, L. (2020) · Educational Psychology Review · doi:10.1007/s10648-019-09498-w · Cited by 2,594
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
“…and levels increase performance, competence, need satisfaction, and intrinsic motivation (Mekler et al., 2015), on involving Asian students in gamified course activities (Hew et al., 2016) and on the predictive effect of gaming personality on their game dynamic preferences (Tu et al., 2015).”
InfluentialGamified learning in higher education: A systematic review of the literature
Subhash, S., & Cudney, E. A. (2018) · Computers in Human Behavior · doi:10.1016/j.chb.2018.05.028 · Cited by 1,043
Bai, S., Hew, K. F., & Huang, B. (2020) · Educational Research Review · doi:10.1016/j.edurev.2020.100322 · Cited by 994
Self-citationLo, C. K., & Hew, K. F. (2017) · Research and Practice in Technology Enhanced Learning · doi:10.1186/s41039-016-0044-2 · Cited by 871
Self-citation
Metadata
- Authors
- Hew, K. F., Huang, B., Chu, K. W. S., & Chiu, D. K. W.
- Affiliations
- University of Hong Kong (HK)
- Corresponding author
- Hew, Khe Foon
- Venue
- Computers & Education
- Publisher
- Elsevier BV
- Published
- 2016-01
- Volume
- 92-93
- Pages
- 221-236
- ISSN
- 0360-1315 (ISSN-L)
- OpenAlex
- W2172909550
- Cited by
- 298
- References
- 62
- Citations by year
- 2026: 17 · 2025: 13 · 2024: 21 · 2023: 48 · 2022: 35 · 2021: 49 · 2020: 25 · 2019: 36 · 2018: 23 · 2017: 19 · 2016: 12
- FWCI
- 45.47
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Computers & Education (publishedVersion)
- The HKU Scholars Hub (University of Hong Kong) (submittedVersion)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Physical Sciences › Computer Science › Computer Science Applications › Online Learning and Analytics
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Keywords
- game mechanics, student engagement, points, badges, and leaderboards, self-determination theory, student motivation, knowledge recall, higher education
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