The DOI matches its Crossref record; 52 of the 52 references it cites were found in a registry or an index.
On the effectiveness of game-like and social approaches in learning: Comparing educational gaming, gamification & social networking
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Citations
Cites
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
Kapp, K. M. (2012) · Cited by 3,753
A systematic literature review of empirical evidence on computer games and serious games
Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012) · Computers & Education · doi:10.1016/j.compedu.2012.03.004 · Cited by 2,890
(2012) · Swinburne figshare (Swinburne University of Technology) · Cited by 2,354
Gamifying learning experiences: Practical implications and outcomes
Domínguez, A., Saenz-de-Navarrete, J., de-Marcos, L., Fernández-Sanz, L., Pagés, C., & Martínez-Herráiz, J.-J. (2013) · Computers & Education · doi:10.1016/j.compedu.2012.12.020 · Cited by 2,007
Self-citationHanus, M. D., & Fox, J. (2015) · Computers & Education · doi:10.1016/j.compedu.2014.08.019 · Cited by 1,918 · cited 3×
“Contradicting evidence recently presented (Hanus & Fox, 2015) questions the effectiveness of gamification and raises issues about the superficial learning that shallow gamification approaches may promote.”
Background(2015) · Educational Technology & Society · Cited by 1,551
The role of social media in higher education classes (real and virtual) – A literature review
Tess, P. A. (2013) · Computers in Human Behavior · doi:10.1016/j.chb.2012.12.032 · Cited by 984
Cited by
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
Gamification applications in E-learning: a literature review
Saleem, A. N., Noori, N. M., & Ozdamli, F. (2022) · Technology, Knowledge and Learning · doi:10.1007/s10758-020-09487-x · Cited by 478
The impact of gamification in educational settings on student learning outcomes: a meta-analysis
Huang, R., Ritzhaupt, A. D., Sommer, M., Zhu, J., Stephen, A., Valle, N., Hampton, J., & Li, J. (2020) · Educational Technology Research and Development · doi:10.1007/s11423-020-09807-z · Cited by 340
Estriegana, R., Medina-Merodio, J.-A., & Barchino, R. (2019) · Computers & Education · doi:10.1016/j.compedu.2019.02.010 · Cited by 334
Brom, C., Stárková, T., & D'Mello, S. K. (2018) · Educational Research Review · doi:10.1016/j.edurev.2018.09.004 · Cited by 163
Metadata
- Authors
- de-Marcos, L., Garcia-Lopez, E., & Garcia-Cabot, A.
- Venue
- Computers & Education
- Publisher
- Elsevier BV
- Published
- 2016-04
- Volume
- 95
- Pages
- 99-113
- ISSN
- 0360-1315 (ISSN-L)
- OpenAlex
- W2409789669
- Cited by
- 266
- References
- 52
- FWCI
- 41.85
- Type
- journal article
- Language
- en
- Open access
- closed
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- The paper
- de-Marcos, L., Garcia-Lopez, E., & Garcia-Cabot, A. (2016). On the effectiveness of game-like and social approaches in learning: Comparing educational gaming, gamification & social networking. Computers & Education. https://doi.org/10.1016/j.compedu.2015.12.008
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.