Cited by 320Educational Games and GamificationInnovative Teaching Methodologies in Social SciencesDigital Games and Media

The effects of gamification-based teaching practices on student achievement and students' attitudes toward lessons

Yildirim, Ibrahim·2017·The Internet and Higher Education

Integrity signals

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Crossref · 10.1016/j.iheduc.2017.02.002

Cites

28 of 28 references verified0 citation errors · 0 not checkable

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  • Implementing a transparent badge system that allows peers to challenge themselves as well as awarding badges for helping and collaborating with others can help foster motivation.

    “For example, implementing a transparent badge system that allows peers to challenge themselves as well as awarding badges for helping and collaborating with others can help to foster motivation (e.g., Yildirim 2017).”

    From The gamification of learning: a meta-analysis (2020) · cites this paper as Yildirim 2017

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Authors
Yildirim, I.
Venue
The Internet and Higher Education
Publisher
Elsevier BV
Published
2017-04
Volume
33
Pages
86-92
ISSN
1096-7516 (ISSN-L)
OpenAlex
W2590472979
Cited by
320
References
28
Citations by year
2026: 18 · 2025: 29 · 2024: 46 · 2023: 47 · 2022: 50 · 2021: 47 · 2020: 37 · 2019: 21 · 2018: 20 · 2017: 5
FWCI
45.97
Type
journal article
Language
en
Open access
closed
Locations
The Internet and Higher Education (publishedVersion)
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Education › Innovative Teaching Methodologies in Social Sciences
  • Social Sciences › Sociology and Political Science › Digital Games and Media
Keywords
gamification, academic performance, student motivation, educational game design, mathematics education, undergraduate students

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