The DOI matches its Crossref record; 44 of the 45 references it cites were found in a registry or an index.
From Gamification to Gameful Design and Gameful Experience in Learning
Open accessAbstract
Learning is a goal driven social activity determined by motivational factors. To be able to efficiently gamify learning for improved student motivation and engagement, the educators have to understand the related aspects studied in games, motivational psychology and pedagogy. This will help them to identify the factors that drive and explain desired learning behaviors. This paper presents a survey of the main approaches employed in gamification and the emerging new directions in the context of the relevant motivational psychology and pedagogy. The focus is on the motivational factors that impact learning and understanding of behavior change. The purpose of the paper is two-fold: on one side, to provide analysis and guide to relevant works related to gamification along with outlining the emerging trends, and on the other, to provide foundation for evaluation and identification of the areas of possible improvements.
Overview
The claims and statistics of this paper haven’t been checked yet.
Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.
Integrity signals
Registry
Cites
Statistics
Verification
Claims the paper makes
The claims and statistics of this paper haven’t been checked yet.
Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.
Claims other papers make about this one
Each is checked against this paper’s own text: does it say what the citing paper says it does?
In the citing paper
“As a part of online learning along with gamification, it has been used as a framework to investigate student's motivation and engagement (Dichev, Dicheva, Angelova, & Agre, 2015;Lamprinou & Paraskeva, 2015;Sailer, Hense, Mayr, & Mandl, 2017;Shi & Cristea, 2016).”
From Online learning readiness and attitudes towards gaming in gamified online learning – a mixed methods case study (2018) · cites this paper as Dichev, Dicheva, Angelova, & Agre, 2015
Self-check
Percentages, sums and reported differences re-computed from the paper’s own numbers.
The self-check needs the paper’s full text.
Citations
Cites
Ryan, R. M., & Deci, E. L. (2000) · American Psychologist · doi:10.1037//0003-066x.55.1.68 · Cited by 54,599
Intrinsic Motivation and Self-Determination in Human Behavior
Deci, E. L., & Ryan, R. M. (1985) · doi:10.1007/978-1-4899-2271-7 · Cited by 26,772
Maslow, A. H. (1943) · Psychological Review · doi:10.1037/h0054346 · Cited by 21,563
Intrinsic Motivation and Self-Determination in Human Behavior
Miller, K. A. J., Deci, E. L., & Ryan, R. M. (1988) · Contemporary Sociology A Journal of Reviews · doi:10.2307/2070638 · Cited by 15,406
Flow: the psychology of optimal experience
(1990) · Choice Reviews Online · doi:10.5860/choice.28-0597 · Cited by 12,654
Axford, N. (2017) · Routledge eBooks · doi:10.4324/9781315258324-16 · Cited by 11,329
Handbook of Positive Psychology
(2001) · doi:10.1093/oso/9780195135336.001.0001 · Cited by 9,158
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
Kapp, K. M. (2012) · Cited by 3,753
Research works printed but not linked: 9
- K a p p, K. M. Games, Gamification, and the Quest for Learner Engagement. -T+D, Vol. 66, 2012, No 6, 64-68.
- Z i c h e r m a n n, G., C. C u n n i n g h a m. Gamification by Design. O'Reilly, 2011.
- S a l e n, K. Toward an Ecology of Gaming in the Ecology of Games: Connecting Youth, Games, and Learning toward an Ecology of Gaming in the Ecology of Games: Connecting Youth, Games, and Learning. Cambridge, MA, The MIT Press, 2008, 1-17.
- D e t e r d i n g, S. Skill Atoms as Design Lenses for User-Centered Gameful Design. -In: CHI'13, Paris, France, 2013.
- D e t e r d i n g, S., R. K h a l e d, L. N a c k e, D. D i x o n. Gamification: Toward a Definition. - In: CHI'11 Gamification Workshop, Vancouver, BC, Canada, 2011.
- F i s h m a n, B., S. D e t e r d i n g. Beyond Badges and Points: Gameful Assessment Systems for Engagement in Formal Education. -In: Games, Learning, and Society Conference, Madison, WI, 2013.
- R a m e r i z, D., K. S q u i r e. Gamification for Education Reform, Gameful World. MIT Press, 2014.
- H o l m a n, C., B. F i s h m a n, S. A g u i l a r. Designing a Game-Inspired Learning Management System. -In: Games, Learning, and Society Conference, Madison, WI, 2013.
- H u n i c k e, R., M. L e B l a n c, R. Z u b e k. MDA: A Formal Approach to Game Design and Game Research. -In: Challenges in Game AI Workshop, Nineteenth National Conference on Artificial Intelligence, San Jose, CA, 2004.
Cited by
Sorted by citations
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
“, 2015), where students can improve their algorithmic skills by practicing with interactive exercises (Dichev et al. 2014).”
Self-citationde‐Marcos, L., García‐López, E., & García‐Cabot, A. (2015) · Computers & Education · doi:10.1016/j.compedu.2015.12.008 · Cited by 281
Adaptive gamification in e-learning based on students’ learning styles
Awais, M., Habiba, U., Majeed, F., & Shoaib, M. (2019) · Interactive Learning Environments · doi:10.1080/10494820.2019.1588745 · Cited by 264
Ratinho, E., & Martins, C. (2023) · Heliyon · doi:10.1016/j.heliyon.2023.e19033 · Cited by 221
Gamification and learning: a review of issues and research
Faiella, F., & Ricciardi, M. (2015) · DOAJ (DOAJ: Directory of Open Access Journals) · doi:10.20368/1971-8829/1072 · Cited by 225
Towards a motivational design? Connecting gamification user types and online learning activities
Bovermann, K., & Bastiaens, T. J. (2020) · Research and Practice in Technology Enhanced Learning · doi:10.1186/s41039-019-0121-4 · Cited by 156
Vidergor, H. E. (2021) · Computers & Education · doi:10.1016/j.compedu.2021.104156 · Cited by 170
Bovermann, K., Weidlich, J., & Bastiaens, T. (2018) · International Journal of Educational Technology in Higher Education · doi:10.1186/s41239-018-0107-0 · Cited by 139
Designing digital game-based learning for professional upskilling: A systematic literature review
Tay, J., Goh, Y. M., Safiena, S., & Bound, H. (2022) · Computers & Education · doi:10.1016/j.compedu.2022.104518 · Cited by 145
A Bibliometric Analysis of Gamification Research
Trinidad, M., Ruiz, M., & Calderón, A. (2021) · IEEE Access · doi:10.1109/access.2021.3063986 · Cited by 129
Park, S., & Kim, S. (2021) · Sustainability · doi:10.3390/su13084267 · Cited by 94
Duncan, K. J. (2020) · TechTrends · doi:10.1007/s11528-020-00500-9 · Cited by 87
Park, S., Min, K., & Kim, S. (2021) · Sustainability · doi:10.3390/su13169121 · Cited by 81
Navarro-Mateos, C., López, I. J. P., & Femia, P. (2021) · Retos · doi:10.47197/retos.v42i0.87384 · Cited by 80
Adaptation in Affective Video Games: A Literature Review
Bontchev, B. (2016) · Cybernetics and Information Technologies · doi:10.1515/cait-2016-0032 · Cited by 82
Digital wellbeing tools through users lens
Almourad, M. B., Alrobai, A., Skinner, T., Hussain, M., & Ali, R. (2021) · Technology in Society · doi:10.1016/j.techsoc.2021.101778 · Cited by 69
Orji, R., Reilly, D. F., Oyibo, K., & Orji, F. A. (2018) · Behaviour and Information Technology · doi:10.1080/0144929x.2018.1520302 · Cited by 67
Grabner-Hagen, M. M., & Kingsley, T. L. (2023) · Computers and Education Open · doi:10.1016/j.caeo.2023.100131 · Cited by 88
Games based learning in accounting education – which dimensions are the most relevant?
Silva, R., Rodrigues, R. G., & Leal, C. T. P. (2021) · Accounting Education · doi:10.1080/09639284.2021.1891107 · Cited by 74
Leitão, R., Maguire, M. C., Turner, S., Arenas, F., & Guimarães, L. (2021) · Environmental Education Research · doi:10.1080/13504622.2021.1986469 · Cited by 52
Gamified Learning Theory: The Moderating role of learners' learning tendencies
Zaric, N., Röpke, R., Lukarov, V., & Schroeder, U. (2021) · International Journal of Serious Games · doi:10.17083/ijsg.v8i3.438 · Cited by 71
Pereira, V. E., Behl, A., Jayawardena, N. S., Laker, B., Dwivedi, Y. K., & Bhardwaj, S. (2022) · Production Planning & Control · doi:10.1080/09537287.2022.2083524 · Cited by 54
Learning Marketing Online: The Role of Social Interactions and Gamification Rewards
Dikčius, V., Urbonavičius, S., Adomavičiūtė, K., Degutis, M., & Zimaitis, I. (2020) · Journal of Marketing Education · doi:10.1177/0273475320968252 · Cited by 51
Adams, S. P., & Preez, R. D. (2021) · Technology Knowledge and Learning · doi:10.1007/s10758-021-09500-x · Cited by 53
How Different Personalities Benefit From Gamification
Ghaban, W., & Hendley, R. (2019) · Interacting with Computers · doi:10.1093/iwc/iwz009 · Cited by 45
A gamification framework to enhance students’ intrinsic motivation on MOOC
Saputro, R. E., Salam, S., Zakaria, M. H., & Anwar, T. (2019) · TELKOMNIKA (Telecommunication Computing Electronics and Control) · doi:10.12928/telkomnika.v17i1.10090 · Cited by 36
Gamification Challenges and a Case Study in Online Learning
Wilson, D., Calongne, C. M., & Henderson, B. (2015) · Internet learning · doi:10.18278/il.4.2.7 · Cited by 38
Are We Having Fun Yet? Misapplying Motivation to Gamification
Loughrey, K., & Broin, D. Ó. (2018) · IEEE Games, Entertainment, Media Conference (GEM) · doi:10.1109/gem.2018.8516535 · Cited by 44
Fostering Engagement with Gamification: Review of Current Practices on Online Learning PlatformsPreprint
Hansch, A., Newman, C., & Schildhauer, T. A. (2015) · SSRN Electronic Journal · doi:10.2139/ssrn.2694736 · Cited by 36
Riedmann, A., Schäper, P., & Lugrin, B. (2022) · AI & Society · doi:10.1007/s00146-022-01514-y · Cited by 40
Challenges of Distance, Blended, and Online Learning: A Literature based Approach
Koi-Akrofi, G. Y., Owusu‐Oware, E., & Tanye, H. A. (2020) · International Journal on Integrating Technology in Education · doi:10.5121/ijite.2020.9403 · Cited by 32
Analysis of the college underachievers’ transformation via gamified learning experience
Kian, T. W., Sunar, M. S., & Su, G. E. (2022) · Entertainment Computing · doi:10.1016/j.entcom.2022.100524 · Cited by 31
Amaefule, C. O., Breitwieser, J., Biedermann, D., Nobbe, L., Drachsler, H., & Brod, G. (2023) · British Journal of Educational Technology · doi:10.1111/bjet.13314 · Cited by 38
Gamification as technology enabler in SEN and DHH education
Chan, G. L., Santally, M. I., & Whitehead, J. (2022) · Education and Information Technologies · doi:10.1007/s10639-022-10984-y · Cited by 29
Exploring Personalization of Gamification in an Introductory Programming Course
Rogers, M., Yao, W., Luxton-Reilly, A., Leinonen, J., Lottridge, D. M., & Denny, P. C. (2021) · ACM Technical Symposium on Computer Science Education (SIGCSE) · doi:10.1145/3408877.3432402 · Cited by 29
Leftheriotis, I., Giannakos, M. N., & Jaccheri, L. (2017) · Smart Learning Environments · doi:10.1186/s40561-017-0041-y · Cited by 27
Hu, Y. Z., Wei, H. T., & Chignell, M. (2023) · Computers in Human Behavior · doi:10.1016/j.chb.2023.107952 · Cited by 26
3MD for Chronic Conditions, a Model for Motivational mHealth Design: Embedded Case Study
Giunti, G. (2018) · JMIR Serious Games · doi:10.2196/11631 · Cited by 29
Seven Points to Reappropriate Gamification
Thibault, M., & Hamari, J. (2021) · Springer eBooks · doi:10.1007/978-3-030-68207-1_2 · Cited by 29
Creating G-Class: A gamified learning environment for freshman students
Malahito, J. A. I., & Quimbo, M. A. T. (2020) · E-Learning and Digital Media · doi:10.1177/2042753019899805 · Cited by 32
Yousaf, Y., Shoaib, M., Awais, M., & Habiba, U. (2021) · Interactive Learning Environments · doi:10.1080/10494820.2021.1900875 · Cited by 24
Orji, R., Alslaity, A., & Chan, G. (2023) · Behaviour and Information Technology · doi:10.1080/0144929x.2023.2196582 · Cited by 27
Adaptive Learning Strategies with Gamification to Enhance Learning Engagement
Mohamad, S. N. M., Salleh, M. A. M., Hamid, A., Sui, B. K. M., Mohd, C. K. N. C. K., & Kolej Komuniti Selandar, M. (2019) · Indian Journal of Science and Technology · doi:10.17485/ijst/2019/v12i31/146871 · Cited by 19
Gamification Design Framework Based on Self Determination Theory for Adult Motivation
Karra, S., Karampa, V., & Paraskeva, F. (2019) · Communications in computer and information science · doi:10.1007/978-3-030-20798-4_7 · Cited by 17
Effect of OSLM features and gamification motivators on motivation in DGBL: pupils' viewpoint
Leonardou, A., Rigou, M., Panagiotarou, A., & Garofalakis, J. D. (2022) · Smart Learning Environments · doi:10.1186/s40561-022-00195-w · Cited by 22
Using Gamification in Teaching Physical Education: A survey review
Ferraz, R. M. P., Ribeiro, D., Alves, A. R., Teixeira, J. E., Forte, P. M., & Branquinho, L. (2024) · Montenegrin Journal of Sports Science and Medicine · doi:10.26773/mjssm.240304 · Cited by 35
A gamification requirements catalog for educational software
Peixoto, M., & Silva, C. (2017) · ACM Symposium on Applied Computing · doi:10.1145/3019612.3019752 · Cited by 17
Yeh, H., Chang, T., & Li, Y. (2025) · Journal of Services Marketing · doi:10.1108/jsm-08-2024-0423 · Cited by 17
Valverde, G. J., Paniagua, C. H., Fabre-Mitjans, N., & Calafell, G. (2024) · Education Sciences · doi:10.3390/educsci14080822 · Cited by 24
Perceptions of non-English major college students on learning English vocabulary with gamified apps
Fu, Y., Zhang, L., Zhao, S., & Chen, Y. (2021) · International Journal of Emerging Technologies in Learning (iJET) · doi:10.3991/ijet.v16i18.24125 · Cited by 14
Protocol: Gamify a Subject without Advanced Technology
Magro, C. G., Peña, M. L. M., & Garrido, E. D. (2019) · WPOM - Working Papers on Operations Management · doi:10.4995/wpom.v10i2.12662 · Cited by 14
Dicheva, D. (2017) · International Conference on Computer Systems and Technologies (CompSysTech) · doi:10.1145/3134302.3134305 · Cited by 14
Self-citationRehman, U., Abbasi, A. Z., Ting, D. H., Hassan, M. C., & Khair, N. (2023) · IEEE Transactions on Engineering Management · doi:10.1109/tem.2023.3347231 · Cited by 13
Li, F., Zhang, H., Wong, C. U. I., & Chen, X. (2024) · Entertainment Computing · doi:10.1016/j.entcom.2024.100643 · Cited by 13
Gamesy: How Videogames Serve as a Better Replacement for School?
Waweru, B. W., Yap, H. K., Phan, K. Y., JosephNg, P. S., & Eaw, H. C. (2020) · IEEE Student Conference on Research and Development (SCOReD) · doi:10.1109/scored50371.2020.9250930 · Cited by 13
College students’ perceptions of pleasure in learning – Designing gameful gamification in education
Gulinna, A., & Lee, Y. (2020) · International journal on e-learning · doi:10.70725/546101bsgrwa · Cited by 13
Addressing Waste Separation With a Persuasive Augmented Reality App
Schäper, P., Riedmann, A., Oberdörfer, S., Krähe, M., & Lugrin, B. (2022) · Proceedings of the ACM on Human-Computer Interaction · doi:10.1145/3546740 · Cited by 16
The need of gamified assessment for engaging learning experience
Hawari, N., Zain, N. H. M., & Baharum, A. (2020) · Bulletin of Electrical Engineering and Informatics · doi:10.11591/eei.v9i2.2083 · Cited by 12
Gamification and Its Application in the Social Environment
Cordero-Brito, S., & Mena, J. (2020) · Journal of Information Technology Research · doi:10.4018/jitr.2020070104 · Cited by 12
Six Tips on How to Bring Epic Wins to Health Care
Sort, A., & Khazaal, Y. (2017) · Frontiers in Psychiatry · doi:10.3389/fpsyt.2017.00264 · Cited by 13
Azhari, N. N., Manaf, R. A., Ng, S. W., Bajunid, S. F. B. S. A., Gobil, A. R. M., Saad, W. Z., & Nordin, S. A. (2019) · International Journal of Environmental Research and Public Health · doi:10.3390/ijerph16122108 · Cited by 13
Security in Metaverse Markets: Challenges and Solutions—A Comprehensive Review
Aloudat, M. Z., Barhamgi, M., Yaacoub, E. E., & Aoun, D. (2025) · Expert Systems · doi:10.1111/exsy.70094 · Cited by 13
Enhancing ESG learning outcomes through gamification: An experimental study
Zhang, F. (2024) · PLoS ONE · doi:10.1371/journal.pone.0303259 · Cited by 24
Applying game-related methods in the writing classroom: A scoping review
Guo, K., Zhong, Y., Zainuddin, Z., & Chu, S. K. W. (2023) · Education and Information Technologies · doi:10.1007/s10639-023-11998-w · Cited by 12
Gamification to Aid the Learning of Test Coverage Concepts
Sherif, E., Liu, A., Nguyen, B. J., Lerner, S., & Griswold, W. G. (2020) · IEEE International Conference on Software Engineering Education and Training (CSEE&T) · doi:10.1109/cseet49119.2020.9206224 · Cited by 10
Investigating the Interaction Between Personalities and the Benefit of Gamification
Ghaban, W., & Hendley, R. (2018) · Electronic workshops in computing · doi:10.14236/ewic/hci2018.41 · Cited by 12
Gamification: An Instructional Strategy to Engage Learner
Dixit, R. K., Nirgude, M. A., & Yalagi, P. S. (2018) · IEEE International Conference on Technology for Education (T4E) · doi:10.1109/t4e.2018.00037 · Cited by 10
Park, S., & Kim, S. (2023) · Sustainability · doi:10.3390/su15086738 · Cited by 9
Rauwolf, P., Millard, S. K., Wong, N., Witt, A., Davies, T. J., Cahill, A. M., Madden, G. J., Parkinson, J. A., & Rogers, R. D. (2021) · Journal of Experimental Psychology General · doi:10.1037/xge0001029 · Cited by 10
Metwally, A. H. S., Huang, R., Palomino, P. T., & Yousef, A. M. F. (2024) · Education and Information Technologies · doi:10.1007/s10639-024-12750-8 · Cited by 12
Bellés-Calvera, L. (2022) · Latin American Journal of Content and Language Integrated Learning · doi:10.5294/laclil.2022.15.1.1 · Cited by 12
Gamification to Increase Undergraduate Students’ Teamwork Skills
Nyahuye, T., & Steyn, R. (2022) · Communications in computer and information science · doi:10.1007/978-3-031-21076-1_7 · Cited by 8
Bamford, J. K., & Moschini, E. (2024) · London Review of Education · doi:10.14324/lre.22.1.21 · Cited by 8
360-Degree View of Digital Open Badge-Driven Learning
Brauer, S., & Korhonen, A.-M. (2021) · Advances in higher education and professional development book series · doi:10.4018/978-1-7998-7697-7.ch005 · Cited by 9
Majdoub, M. (2016) · Spectrum Research Repository (Concordia University) · Cited by 8
Sustainable Behaviour: A Framework for the Design of Products for Behaviour Change
Scurati, G. W., Carulli, M., Ferrise, F., & Bordegoni, M. (2020) · Springer eBooks · doi:10.1007/978-3-030-38360-2_5 · Cited by 7
Towards Personalization to support Learners’ Motivation on Gamified MOOC Platform
Saputro, R. E., Salam, S., Zakaria, M. H., & Septiadi, A. D. (2019) · Journal of Physics Conference Series · doi:10.1088/1742-6596/1201/1/012031 · Cited by 8
Respati, T., Feriandi, Y., Frederrico, R., Nugroho, E., Pardosi, J. F., & Withall, A. (2024) · The Open Public Health Journal · doi:10.2174/0118749445310785240603045859 · Cited by 17
Net-Zero Home Race: A Board Game to Engage and Educate Students for Sustainable Building Retrofits
Yaduvanshi, N. S., Payne, T., & Park, J. Y. (2025) · Journal of Architectural Engineering · doi:10.1061/jaeied.aeeng-2062 · Cited by 6
EVOLUTION OF GAMIFICATION, ITS IMPLICATIONS, AND ITS STATISTICAL IMPACT ON THE SOCIETY
Sharma, D., & Sharma, J. K. (2023) · ShodhKosh Journal of Visual and Performing Arts · doi:10.29121/shodhkosh.v4.i2se.2023.456 · Cited by 12
Experiences and perceptions of pedagogical practices with Game-Based Learning & Gamification
da Silva, B. D., Lencastre, J. A., Bento, M., & Osório, A. J. (2019) · Universidade do Minho. Centro de Investigação em Educação (CIEd) eBooks · Cited by 6
A systematic literature review of game-based approaches in chemistry education (2014–2024)
ELMALI, Ş., Freund, L., & Tiemann, R. (2025) · Chemistry Education Research and Practice · doi:10.1039/d5rp00248f · Cited by 19
OYUNLAŞTIRMANIN PAZARLAMADAKİ GÜCÜ
AKILLIBAŞ, E., & Ceylan, K. E. (2020) · ANASAY · doi:10.33404/anasay.755465 · Cited by 5
El aprendizaje cooperativo aplicado a las asignaturas técnicas del 1r curso de Arquitectura
Pérez, A. B. O., Marcos, I. A. C., Valdés, D. L., & Prat, J. S. (2017) · Jornadas sobre Innovación Docente en Arquitectura (JIDA) · doi:10.5821/jida.2017.5226 · Cited by 5
A gamification framework for research productivity enhancement on the higher education institution
Sanmorino, A., Marnisah, L., & Sunardi, H. (2021) · International Journal of Evaluation and Research in Education (IJERE) · doi:10.11591/ijere.v10i2.21694 · Cited by 5
Çok Katmanlı Okuryazarlık Bağlamında Oyunlaştırmanın Türkçe Öğretim Sürecine Katkısı
Bal, M. (2018) · Ana Dili Eğitimi Dergisi · doi:10.16916/aded.363776 · Cited by 5
Tecnologias Educacionais Estereotipadas: Um desafio a ser enfrentado
Santos, J., Benevides, K. A., Andrade, E., Nascimento, J., Silva, K., Bittencourt, I. I., Pereira, M. E., Fernandes, S. C. S., Bittencourt, C. C. D. B. L. D., & Isotani, S. (2022) · Revista Brasileira de Informática na Educação · doi:10.5753/rbie.2022.2293 · Cited by 5
An Approach to Make Software Testing for Users with Down Syndrome a little more Pleasant
Mendoza-González, A., Luna-García, H., Mendoza-González, R., Rusu, C., Gamboa-Rosales, H., Galván-Tejada, J. I., Arceo-Olague, J. G., Celaya-Padilla, J. M., & Solís-Robles, R. (2018) · International Conference on Human Computer Interaction (Interacción) · doi:10.1145/3233824.3233854 · Cited by 5
Can We Predict the Best Gamification Elements for a User Based on Their Personal Attributes?
Ghaban, W., & Hendley, R. (2020) · Lecture notes in computer science · doi:10.1007/978-3-030-50164-8_4 · Cited by 5
A Robust Framework using Gamification to Increase Scientific Publication Productivity
Sanmorino, A., Ermatita, E., Samsuryadi, S., & Rini, D. P. (2020) · International Conference on Informatics, Multimedia, Cyber and Information System (ICIMCIS) · doi:10.1109/icimcis51567.2020.9354319 · Cited by 5
Preparing Pre-Service Teachers to Meet the Unique Academic Needs of 21st Century Learners
Torres, K. M., & Tackett, S. (2016) · Advances in higher education and professional development book series · doi:10.4018/978-1-5225-1668-2.ch015 · Cited by 5
Leitão, R., Rodrigues, J. M. F., & Marcos, A. (2018) · Advances in media, entertainment and the arts (AMEA) book series · doi:10.4018/978-1-5225-5023-5.ch012 · Cited by 5
Klizienė, I., Sinkeviciene, G., Čižauskas, G., & Augustinienė, A. (2024) · Cogent Education · doi:10.1080/2331186x.2024.2432100 · Cited by 4
Teaching conflict management to medical students: a randomized controlled trial
Mohseni, F., Mohammadi, A., Mafinejad, M. K., Khajavirad, N., Basiri, K., & Gruppen, L. D. (2024) · BMC Medical Education · doi:10.1186/s12909-024-06514-8 · Cited by 6
It’s a Winning Condition! Examining the Impact of Meaningful Gamification with Preservice Teachers
Kingsley, T. L., & Grabner-Hagen, M. M. (2021) · College Teaching · doi:10.1080/87567555.2021.2019665 · Cited by 8
Design Features of a Career Guidance Platform to Promote Intrinsically Motivated Use
Brandenburger, J., Mötsch, I., & Janneck, M. (2023) · Mensch und Computer (MuC) · doi:10.1145/3603555.3603561 · Cited by 6
Brereton, M. F., Ambe, A. H., Lovell, D. R., Sitbon, L., Capel, T., Soro, A., Xu, Y., Moreira, C., Favre, B., & Bradley, A. P. (2023) · Australian Conference on Computer-Human Interaction (OzCHI) · doi:10.1145/3638380.3638435 · Cited by 4
Ding, L., Zhang, H., Zhou, J., & Chen, B. (2025) · Behavioral Sciences · doi:10.3390/bs15101327 · Cited by 5
Addressing Motivation in an E-Learning Scenario by applying Narration and Choice
Schäper, P., Riedmann, A., Semineth, M., & Lugrin, B. (2022) · Electronic workshops in computing · doi:10.14236/ewic/hci2022.18 · Cited by 3
Designing Effective Assessment Strategies for Online Courses in Higher Education
Efthymiou, I.-P. (2023) · Advances in educational technologies and instructional design book series · doi:10.4018/978-1-6684-8646-7.ch014 · Cited by 3
Metadata
- Authors
- Dichev, C., Dicheva, D., Angelova, G., & Agre, G.
- Affiliations
- Winston-Salem State University (US)
- Bulgarian Academy of Sciences (BG)
- Corresponding author
- Dicheva, Darina
- Venue
- Cybernetics and Information Technologies
- Publisher
- Walter de Gruyter GmbH
- Published
- 2015-01-31
- Volume
- 14
- Issue
- 4
- Pages
- 80-100
- ISSN
- 1311-9702 (ISSN-L)
- 1314-4081
- OpenAlex
- W1534437798
- Cited by
- 169
- References
- 45
- Citations by year
- 2026: 9 · 2025: 14 · 2024: 22 · 2023: 16 · 2022: 20 · 2021: 24 · 2020: 20 · 2019: 14 · 2018: 13 · 2017: 7 · 2016: 6 · 2015: 4
- FWCI
- 25.26
- Type
- journal article
- Language
- en
- Open access
- diamond
- doi.org
- Licence
- Locations
- Cybernetics and Information Technologies (publishedVersion, cc-by-nc-nd)
- DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion)
- Funders
- European Commission (316087)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Physical Sciences › Computer Science › Computer Science Applications › Online Learning and Analytics
- Keywords
- gamification, gameful design, gameful experience, student motivation, student engagement, psychology of motivation, pedagogy, behavior change, game-based learning
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
Are you an author, or do you see a problem with this page? Request a review