Gamification in management education - A literature mapping

[1]  Banni Satria Andoko,et al.  The Implementation of Kit Built Concept Mapping to Help Non-English Department Students Improve their Reading Skills , 2019 .

[2]  A. Lennox,et al.  Lessons learned from gamification of a learning experience : a case study , 2018 .

[3]  Giner Alor-Hernández,et al.  A Brief Review of Game Engines for Educational and Serious Games Development , 2017, J. Inf. Technol. Res..

[4]  Lorenzo Cantoni,et al.  Teacher perceptions on the use of digital gamified learning in tourism education: The case of South African secondary schools , 2017, Comput. Educ..

[5]  Ahmed M. Deif,et al.  Insights on lean gamification for higher education , 2017 .

[6]  Utku Kose,et al.  Pros and cons gamification and gaming in classroom , 2017, ArXiv.

[7]  Jordi Perramon,et al.  Is it worth it to consider videogames in accounting education? A comparison of a simulation and a videogame in attributes, motivation and learning outcomes , 2017 .

[8]  Ali Idri,et al.  A systematic review of gamification in e-Health , 2017, J. Biomed. Informatics.

[9]  Alexandre N. Tuch,et al.  Towards understanding the effects of individual gamification elements on intrinsic motivation and performance , 2017, Comput. Hum. Behav..

[10]  Juho Hamari,et al.  Why do people play games? A meta-analysis , 2017, Int. J. Inf. Manag..

[11]  Nora Rangel,et al.  Una Revisión Sistemática de la Literatura Enfocada en el uso de Gamificación en Equipos de Trabajo en la Ingeniería de Software , 2017 .

[12]  Michael J. D. Sutton,et al.  Gamification, serious games, simulations, and immersive learning environments in knowledge management initiatives , 2017 .

[13]  S. Edney,et al.  Does gamification increase engagement with online programs? A systematic review , 2017, PloS one.

[14]  Joana Dias,et al.  Teaching operations research to undergraduate management students: The role of gamification , 2017 .

[15]  D. Dicheva,et al.  Gamifying education: what is known, what is believed and what remains uncertain: a critical review , 2017, International Journal of Educational Technology in Higher Education.

[16]  José Martí-Parreño,et al.  Education Students’ Attitude towards the Use of Gamification for Competencies Development , 2017 .

[17]  Luis de Marcos Ortega,et al.  Towards the social gamification of e-learning: a practical experiment , 2017 .

[18]  José Martí Parreño,et al.  Higher education students’ attitude towards the use of gamification for competencies development , 2017 .

[19]  Anchal Gupta,et al.  A Review on Gamification and its Potential to Motivate and Engage Employees and Customers: Employee Engagement through Gamification , 2017, Int. J. Sociotechnology Knowl. Dev..

[20]  Emel Koc Avsar ANALYSIS OF GAMIFICATION OF EDUCATION , 2017 .

[21]  Tengku Siti Meriam Tengku Wook,et al.  Gamification elements for learning applications , 2016 .

[22]  Chanut Poondej,et al.  The development of gamified learning activities to increase student engagement in learning , 2016 .

[23]  Werner Schmidt,et al.  Gamification in Education , 2016 .

[24]  Patrick Buckley,et al.  Gamification and student motivation , 2016, Interact. Learn. Environ..

[25]  Eva García,et al.  On the effectiveness of game-like and social approaches in learning: Comparing educational gaming, gamification & social networking , 2016, Comput. Educ..

[26]  Alan Webb,et al.  The Use of Management Accounting Techniques by Small and Medium-Sized Enterprises: A Field Study of Canadian and Australian Practice† , 2016 .

[27]  Douglas B. Clark,et al.  Digital Games, Design, and Learning , 2016, Review of educational research.

[28]  M. Shergill,et al.  Gamification as a strategy to engage and motivate clinicians to improve care , 2016, Healthcare management forum.

[29]  Jeffrey Brandon Holmes,et al.  A framework for understanding game-based teaching and learning , 2016 .

[30]  Ming-Shiou Kuo,et al.  How gamification motivates visits and engagement for online academic dissemination - An empirical study , 2016, Comput. Hum. Behav..

[31]  Thair Hamtini,et al.  A Gamified e-Learning Design Model to Promote and Improve Learning , 2016 .

[32]  Qian Wu,et al.  A Gamification Approach to Getting Students Engaged in Academic Study , 2016 .

[33]  Toshiyuki Kaneda,et al.  Simulation and Gaming in the Network Society , 2016 .

[34]  T. Olejniczak,et al.  Gamification in Education: “American Dream” Game , 2016 .

[35]  Jodi Asbell-Clarke,et al.  Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning , 2016, Comput. Hum. Behav..

[36]  Mario Dumančić,et al.  Gamification in education , 2015 .

[37]  Katie Davis,et al.  Digital badges in afterschool learning: Documenting the perspectives and experiences of students and educators , 2015, Comput. Educ..

[38]  Filomena Faiella,et al.  Gamification and learning: a review of issues and research , 2015 .

[39]  Galia Angelova,et al.  Gamification in Education: A Systematic Mapping Study , 2015, J. Educ. Technol. Soc..

[40]  C.-H. Cheng,et al.  A mobile gamification learning system for improving the learning motivation and achievements , 2015, J. Comput. Assist. Learn..

[41]  Yigal Attali,et al.  Gamification in assessment: Do points affect test performance? , 2015, Comput. Educ..

[42]  Deborah I. Fels,et al.  Gamification in theory and action: A survey , 2015, Int. J. Hum. Comput. Stud..

[43]  Albrecht Schmidt,et al.  Gamification of Business Processes: Re-designing Work in Production and Service Industry , 2015 .

[44]  Bastian C. Müller,et al.  Gamification in Factory Management Education – A Case Study with Lego Mindstorms☆ , 2015 .

[45]  Jesse Fox,et al.  Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance , 2015, Comput. Educ..

[46]  Amy K. Landers,et al.  An Empirical Test of the Theory of Gamified Learning , 2014 .

[47]  R. Landers Developing a Theory of Gamified Learning , 2014 .

[48]  Juho Hamari,et al.  Measuring flow in gamification: Dispositional Flow Scale-2 , 2014, Comput. Hum. Behav..

[49]  Christa R. Nevin,et al.  Gamification as a tool for enhancing graduate medical education , 2014, Postgraduate Medical Journal.

[50]  Alex Koohang,et al.  Scholarly interest in gamification: a citation network analysis , 2014, Ind. Manag. Data Syst..

[51]  Katheryn R. Christy,et al.  Leaderboards in a virtual classroom: A test of stereotype threat and social comparison explanations for women's math performance , 2014, Comput. Educ..

[52]  R. Sartori,et al.  Studying teamwork and team climate by using a business simulation. How communication and innovation can improve group learning and decision-making performance , 2014 .

[53]  Carlos Delgado-Kloos,et al.  Gamification for Engaging Computer Science Students in Learning Activities: A Case Study , 2014 .

[54]  Steve Dale Gamification , 2014 .

[55]  Luis de Marcos,et al.  An empirical study comparing gamification and social networking on e-learning , 2014, Comput. Educ..

[56]  Daniel T. Hickey,et al.  A multilevel analysis of the effects of external rewards on elementary students' motivation, engagement and learning in an educational game , 2014, Comput. Educ..

[57]  Juho Hamari,et al.  Demographic differences in perceived benefits from gamification , 2014, Comput. Hum. Behav..

[58]  Jason Nolan,et al.  Beyond gamification: reconceptualizing game-based learning in early childhood environments , 2014 .

[59]  Seiji Isotani,et al.  A systematic mapping on gamification applied to education , 2014, SAC.

[60]  Juho Hamari,et al.  Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification , 2014, 2014 47th Hawaii International Conference on System Sciences.

[61]  Susan M. Moncada,et al.  Gamification of Learning in Accounting Education , 2014 .

[62]  Enric Serradell-López,et al.  Comparing student competences in a face-to-face and online business game , 2014, Comput. Hum. Behav..

[63]  Lina Yordanova,et al.  Gamification in education , 2014 .

[64]  Han-Kyung Yun,et al.  The Role of Gamification in Education - A Literature Review , 2014 .

[65]  Kim Flintoff,et al.  Digital badges in education , 2013, Education and Information Technologies.

[66]  Won-Hyung Lee,et al.  Dynamical model for gamification of learning (DMGL) , 2013, Multimedia Tools and Applications.

[67]  Dick Schoech,et al.  Gamification for Behavior Change: Lessons from Developing a Social, Multiuser, Web-Tablet Based Prevention Game for Youths , 2013 .

[68]  Ian Glover,et al.  Play As You Learn: Gamification as a Technique for Motivating Learners , 2013 .

[69]  Richard A. Riley,et al.  Using a Business Simulation to Enhance Accounting Education , 2013 .

[70]  Luis de Marcos,et al.  Gamifying learning experiences: Practical implications and outcomes , 2013, Comput. Educ..

[71]  Rebeca P. Díaz Redondo,et al.  A social gamification framework for a K-6 learning platform , 2013, Comput. Hum. Behav..

[72]  Kai Erenli,et al.  The Impact of Gamification - Recommending Education Scenarios , 2013, Int. J. Emerg. Technol. Learn..

[73]  Carina Soledad González González,et al.  Breaking the Rules: Gamification of Learning and Educational Materials , 2013 .

[74]  Stayc DuBravac,et al.  Game Mechanics for Classroom Engagement , 2012 .

[75]  Mickey Howard,et al.  The innovation game: lessons in strategy and managing operations , 2012 .

[76]  K. Werbach,et al.  For the Win: How Game Thinking Can Revolutionize Your Business , 2012 .

[77]  Cynthia L. Krom Using FarmVille in an Introductory Managerial Accounting Course to Engage Students, Enhance Comprehension, and Develop Social Networking Skills , 2012 .

[78]  Alex Avramenko,et al.  Enhancing Students' Employability through Business Simulation. , 2012 .

[79]  Karl M. Kapp,et al.  A Gamified Approach on Learning Logic Gates to Improve Student’s Engagement , 2012, IOP Conference Series: Materials Science and Engineering.

[80]  Joseph E. Beck,et al.  Math Learning Environment with Game-Like Elements: An Experimental Framework , 2012, Int. J. Game Based Learn..

[81]  John R. Tanner,et al.  Business Simulation Games: Effective Teaching Tools or Window Dressing?. , 2012 .

[82]  Marian Aleson-Carbonell,et al.  Serious games and learning effectiveness: The case of It's a Deal! , 2012, Comput. Educ..

[83]  Eric Brunsell,et al.  Combine Your Technologies for 21st-Century Results , 2011 .

[84]  Kenton O'Hara,et al.  Gamification. using game-design elements in non-gaming contexts , 2011, CHI Extended Abstracts.

[85]  E. Brunsell,et al.  "Flipping" Your Classroom , 2011 .

[86]  J. McGonigal Reality Is Broken: Why Games Make Us Better and How They Can Change the World , 2011 .

[87]  Azizah Jaafar,et al.  Students Perceptions of Using Educational Games to Learn Introductory Programming , 2010, Comput. Inf. Sci..

[88]  Matthew Montebello,et al.  Social Interactive Learning in Multiplayer Games , 2011, Serious Games and Edutainment Applications.

[89]  Joey J. Lee,et al.  Gamification in Education: What, How, Why Bother? , 2011 .

[90]  Pearl Brereton,et al.  Systematic literature reviews in software engineering - A systematic literature review , 2009, Inf. Softw. Technol..

[91]  Anol Bhattacherjee,et al.  Elucidating Individual Intention to Use Interactive Information Technologies: The Role of Network Externalities , 2008, Int. J. Electron. Commer..

[92]  M. Rossiter,et al.  Narrative learning in adulthood , 2008 .

[93]  David T. Hansen,et al.  A life in classrooms : Philip W. Jackson and the practice of education , 2007 .

[94]  M. Petticrew,et al.  Systematic Reviews in the Social Sciences , 2006 .

[95]  M. Petticrew,et al.  Systematic Reviews in the Social Sciences: A Practical Guide , 2005 .

[96]  Daniel G. Bachrach,et al.  The influence of management journals in the 1980s and 1990s , 2005 .

[97]  Teresa Foo,et al.  : SYSTEMATIC LITERATURE REVIEW , 2004 .

[98]  Walter F. Stenning,et al.  AN EMPIRICAL STUDY , 2003 .

[99]  E. Deci,et al.  Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions. , 2000, Contemporary educational psychology.

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[101]  E. Eisner The Educational Imagination: On the Design and Evaluation of School Programs Elliot W. Eisner New York: Macmillan, 1979. 293 pp, $15.95 , 1980 .