Gamification of Education: A Review of Literature
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Fiona Fui-Hoon Nah | Brenda Eschenbrenner | Qing Zeng | Venkata Rajasekhar Telaprolu | Abhishek Padmanabhuni Ayyappa | F. Nah | Qing Zeng | Brenda L. Eschenbrenner
[1] Siobhan O'Donovan,et al. A case study in the gamification of a university-level games development course , 2013, SAICSIT '13.
[2] David Armstrong. The new engagement game: the role of gamification in scholarly publishing , 2013, Learn. Publ..
[3] Kay Berkling,et al. Gamification of a Software Engineering course and a detailed analysis of the factors that lead to it's failure , 2013, 2013 International Conference on Interactive Collaborative Learning (ICL).
[4] Kim Flintoff,et al. Digital badges in education , 2013, Education and Information Technologies.
[5] Keng Siau,et al. Empirical Comparison of 3-D Virtual World and Face-to-Face Classroom for Higher Education , 2012, J. Database Manag..
[6] Kai Erenli. Gamify Your Teaching - Using Location-Based Games for Educational Purposes , 2013, Int. J. Adv. Corp. Learn..
[7] Fiona Fui-Hoon Nah,et al. Gamification of Education Using Computer Games , 2013, HCI.
[8] Jay Bal,et al. Gamification as a tool for increasing the depth of student understanding using a collaborative e-learning environment , 2013 .
[9] Kay Berkling,et al. Redesign of a gamified Software Engineering course , 2013, 2013 International Conference on Interactive Collaborative Learning (ICL).
[10] Keng Siau,et al. Co-creation and Collaboration in a Virtual World: A 3D Visualization Design Project in Second Life , 2010, J. Database Manag..
[11] Lisa Anthony,et al. Using gamification to motivate children to complete empirical studies in lab environments , 2013, IDC.
[12] Fiona Fui-Hoon Nah,et al. Flow in gaming: literature synthesis and framework development , 2014 .
[13] Chantzi Athanasia Eleftheria,et al. An innovative augmented reality educational platform using Gamification to enhance lifelong learning and cultural education , 2013, IISA 2013.
[14] Dan Pitica,et al. The gamification of the study of electronics in dedicated e-learning platforms , 2013, Proceedings of the 36th International Spring Seminar on Electronics Technology.
[15] Keng Siau,et al. 3-D Virtual Worlds in Education: Applications, Benefits, Issues, and Opportunities , 2008, J. Database Manag..
[16] Geoff R. Goehle. Gamification and Web-based Homework , 2013 .
[17] Martin Bichler,et al. Design science in information systems research , 2006, Wirtschaftsinf..
[18] A. Faber. Finding Flow The Psychology Of Engagement With Everyday Life , 2016 .
[19] Julius O Edalia. Education and information technology , 2002 .
[20] Rick Raymer,et al. Gamification: Using Game Mechanics to Enhance eLearning , 2011, ELERN.
[21] Nicole Fruehauf. Flow The Psychology Of Optimal Experience , 2016 .
[22] Joaquim A. Jorge,et al. Engaging Engineering Students with Gamification , 2013, 2013 5th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES).
[23] Monica Aresta,et al. Students' Perspectives on Badges in Educational Social Media Platforms: The Case of SAPO Campus Tutorial Badges , 2013, 2013 IEEE 13th International Conference on Advanced Learning Technologies.
[24] Sergi Villagrasa,et al. Gamification for learning 3D computer graphics arts , 2013 .
[25] Adrian A. de Freitas,et al. Classroom Live: a software-assisted gamification tool , 2013, Comput. Sci. Educ..