The Agony of Choice - Analyzing User Preferences regarding Gamification Elements in Learning Management Systems
暂无分享,去创建一个
Jan Marco Leimeister | Matthias Söllner | Sofia Schöbel | J. Leimeister | Matthias Söllner | S. Schöbel
[1] Gabor Istvan Biro. READY, STUDY, SHARE: AN INQUIRY INTO THE DIDACTIC APPROACH OF GAMIFICATION WITH A SPECIAL VIEW TO THE POSSIBLE APPLICATION IN HIGHER EDUCATION , 2013 .
[2] E. Deci,et al. Facilitating internalization: the self-determination theory perspective. , 1994, Journal of personality.
[3] Hans D. Mummendey,et al. Psychologie der Selbstdarstellung , 1990 .
[4] Ryan Shaun Joazeiro de Baker,et al. Modeling how incoming knowledge, persistence, affective states, and in-game progress influence student learning from an educational game , 2015, Comput. Educ..
[5] Juho Hamari,et al. Demographic differences in perceived benefits from gamification , 2014, Comput. Hum. Behav..
[6] Nicola J. Gibbons,et al. The interactivity effect in multimedia learning , 2007, Comput. Educ..
[7] Wei-Tsong Wang,et al. Motivations of employees' knowledge sharing behaviors: A self-determination perspective , 2015, Inf. Organ..
[8] Z. Demetrovics,et al. Why do you play? The development of the motives for online gaming questionnaire (MOGQ) , 2011, Behavior research methods.
[9] J. Louviere,et al. Some probabilistic models of best, worst, and best–worst choices , 2005 .
[10] Juho Hamari,et al. Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification , 2014, 2014 47th Hawaii International Conference on System Sciences.
[11] J. Lee,et al. The Best–Worst Scaling Approach: An Alternative to Schwartz's Values Survey , 2008, Journal of personality assessment.
[12] Katie Davis,et al. Digital badges in afterschool learning: Documenting the perspectives and experiences of students and educators , 2015, Comput. Educ..
[13] Gülsün Atanur Baskan,et al. The Importance of Motivation Theories in Terms Of Education Systems , 2015 .
[14] Esteban Walter Gonzalez Clua,et al. Turning Real-World Software Development into a Game , 2011, 2011 Brazilian Symposium on Games and Digital Entertainment.
[15] Paul J. Krause,et al. Tiger Nation: Empowering citizen scientists , 2012, 2012 6th IEEE International Conference on Digital Ecosystems and Technologies (DEST).
[16] Deborah I. Fels,et al. Gamification in theory and action: A survey , 2015, Int. J. Hum. Comput. Stud..
[17] Dorothy E. Leidner,et al. Research Commentary: Technology-Mediated Learning - A Call for Greater Depth and Breadth of Research , 2001, Inf. Syst. Res..
[18] Monica Aresta,et al. Peer-supported badge attribution in a collaborative learning platform: The SAPO Campus case , 2015, Comput. Hum. Behav..
[19] Ivica Boticki,et al. Usage of a mobile social learning platform with virtual badges in a primary school , 2015, Comput. Educ..
[20] Shari S. C. Shang,et al. An Understanding of the Impact of Gamification on Purchase Intentions , 2013, AMCIS.
[21] Ali Sunyaev,et al. Cloud Service Certifications: Measuring Consumers' Preferences For Assurances , 2013, ECIS.
[22] Matthias Söllner,et al. How to Gamify Information Systems - Adapting Gamification to Individual Preferences , 2016, ECIS.
[23] D. Bacon. A Comparison of Approaches to Importance-Performance Analysis , 2003 .
[24] Alf Inge Wang,et al. The wear out effect of a game-based student response system , 2015, Comput. Educ..
[25] Wei-Cheng Milton Shen,et al. Gamification of Technology-Mediated Training : Not All Competitions Are the Same Radhika Santhanam , 2016 .
[26] Jordan J. Louviere,et al. An introduction to the application of (case 1) best–worst scaling in marketing research , 2013 .
[27] Alexandre N. Tuch,et al. Towards understanding the effects of individual gamification elements on intrinsic motivation and performance , 2017, Comput. Hum. Behav..
[28] Jörg Schmidtke,et al. Eliciting preferences for priority setting in genetic testing: a pilot study comparing best-worst scaling and discrete-choice experiments , 2013, European Journal of Human Genetics.
[29] Jordan J. Louviere,et al. Measuring values using best‐worst scaling: The LOV example , 2007 .
[30] Chun-Chia Lee,et al. Designing Attractive Gamification Features for Collaborative Storytelling Websites , 2013, Cyberpsychology Behav. Soc. Netw..
[31] Tovi Grossman,et al. GamiCAD: a gamified tutorial system for first time autocad users , 2012, UIST.
[32] Xianggui Qu,et al. Multivariate Data Analysis , 2007, Technometrics.
[33] Ari Korhonen,et al. How (not) to introduce badges to online exercises , 2014, SIGCSE.
[34] Eva García,et al. On the effectiveness of game-like and social approaches in learning: Comparing educational gaming, gamification & social networking , 2016, Comput. Educ..
[35] T. Peters,et al. Best--worst scaling: What it can do for health care research and how to do it. , 2007, Journal of health economics.
[36] Gregory J Madden,et al. The FIT Game: preliminary evaluation of a gamification approach to increasing fruit and vegetable consumption in school. , 2014, Preventive medicine.
[37] 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..
[38] Rod Sims,et al. Promises of Interactivity: Aligning Learner Perceptions and Expectations With Strategies for Flexible and Online Learning , 2003 .
[39] E. Deci,et al. Need Satisfaction, Motivation, and Well-Being in the Work Organizations of a Former Eastern Bloc Country: A Cross-Cultural Study of Self-Determination , 2001 .
[40] Tatsuo Nakajima,et al. Gamifying intelligent environments , 2011, Ubi-MUI '11.
[41] Carlos Cruz,et al. The need to achieve: Players' perceptions and uses of extrinsic meta-game reward systems for video game consoles , 2017, Comput. Hum. Behav..
[42] James F. Manwell,et al. Mechanics and Dynamics , 2010 .
[43] M. Lepper,et al. Intrinsic and Extrinsic Motivational Orientations in the Classroom: Age Differences and Academic Correlates , 2005 .
[44] Michael Amberg,et al. A Descriptive Literature Review and Classification Framework for Gamification in Information Systems , 2015, ECIS.
[45] Lennart E. Nacke,et al. From game design elements to gamefulness: defining "gamification" , 2011, MindTrek.
[46] R. Vallerand,et al. Development and validation of the Gaming Motivation Scale (GAMS) , 2012 .
[47] Usef Faghihi,et al. How Gamification Applies for Educational Purpose Specially with College Algebra , 2014, BICA.
[48] Marianna Sigala,et al. The application and impact of gamification funware on trip planning and experiences: the case of TripAdvisor’s funware , 2015, Electron. Mark..
[49] P. Wouters,et al. A meta-analysis of the cognitive and motivational effects of serious games , 2013 .
[50] Lei Shi,et al. Motivational Gamification Strategies Rooted in Self-Determination Theory for Social Adaptive E-Learning , 2016, ITS.
[51] Ig Ibert Bittencourt,et al. A Quantitative Analysis of the Most Relevant Gamification Elements in an Online Learning Environment , 2016, WWW.
[52] Eduardo Salas,et al. Toward a Taxonomy Linking Game Attributes to Learning , 2012 .
[53] Frederik Cornillie,et al. Concepts and Mechanics for Educational Mini-Games A Human-Centred Conceptual Design Approach involving Adolescent Learners and Domain Experts , 2012 .
[54] Christian W. Scheiner,et al. The Backbone of Gamification - a Theoretical Consideration of Play and Game Mechanics , 2013, GI-Jahrestagung.
[55] Eva Jereb,et al. The Model for Introduction of Gamification into E-learning in Higher Education , 2015 .
[56] Michael Zyda,et al. From visual simulation to virtual reality to games , 2005, Computer.
[57] J. Louviere,et al. Determining the Appropriate Response to Evidence of Public Concern: The Case of Food Safety , 1992 .
[58] Bryan Orme. uracy of HB Estimation in MaxDiff Experiments , 2005 .
[59] Christian Burgers,et al. How feedback boosts motivation and play in a brain-training game , 2015, Comput. Hum. Behav..
[60] L. Thurstone,et al. A low of comparative judgement , 1927 .
[61] J. Hair. Multivariate data analysis : a global perspective , 2010 .
[62] Tomek Strzalkowski,et al. We don't need no stinkin' badges: The impact of reward features and feeling rewarded in educational games , 2015, Comput. Hum. Behav..
[63] J. Arbaugh. How Classroom Environment and Student Engagement Affect Learning in Internet-based MBA Courses , 2000 .
[64] Robert P. Bostrom,et al. Technology-Mediated Learning: A Comprehensive Theoretical Model , 2009, J. Assoc. Inf. Syst..
[65] Francisco Luis Gutiérrez Vela,et al. Analysis and application of gamification , 2012, Interacción.
[66] 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..
[67] Andrew J. Stapleton,et al. Serious Games: Serious Opportunities , 2004 .
[68] Matthias Söllner,et al. StaySmart - Individuelles und kompetenzorientiertes e-Learning im Zeitalter des demografischen Wandels , 2016, DeLFI.
[69] Radhika Santhanam,et al. Digital Games and Beyond: What Happens When Players Compete , 2013, MIS Q..
[70] Davinia Hernández Leo,et al. Group-based mobile learning: Do group size and sharing mobile devices matter? , 2015, Comput. Hum. Behav..
[71] Christian W. Scheiner. The Motivational Fabric of Gamified Idea Competitions: The Evaluation of Game Mechanics from a Longitudinal Perspective , 2015 .
[72] Khe Foon Hew,et al. Engaging Asian students through game mechanics: Findings from two experiment studies , 2016, Comput. Educ..
[73] Gert Breitfuss,et al. The "ecoGator" app: gamification for enhanced energy efficiency in Europe , 2014, TEEM '14.
[74] Yigal Attali,et al. Gamification in assessment: Do points affect test performance? , 2015, Comput. Educ..
[75] 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..
[76] Juho Hamari,et al. Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service , 2013, Electron. Commer. Res. Appl..
[77] Hsiao-Ching She,et al. Learning through playing Virtual Age: Exploring the interactions among student concept learning, gaming performance, in-game behaviors, and the use of in-game characters , 2015, Comput. Educ..
[78] E. Deci,et al. The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior , 2000 .
[79] Xiaojuan Ma,et al. Developing a Comprehensive Engagement Framework of Gamification for Reflective Learning , 2016, Conference on Designing Interactive Systems.
[80] 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..
[81] Luis de Marcos,et al. Gamifying learning experiences: Practical implications and outcomes , 2013, Comput. Educ..
[82] Juho Hamari,et al. Defining gamification: a service marketing perspective , 2012, MindTrek.
[83] Yoshinori Adachi,et al. Development of Web Learning Support System using "My Dictionary" in English Study , 2015, KES.
[84] Jan Marco Leimeister,et al. Why different trust relationships matter for information systems users , 2016, Eur. J. Inf. Syst..
[85] Carlos Delgado Kloos,et al. Gamification for Engaging Computer Science Students in Learning Activities: A Case Study , 2014, IEEE Transactions on Learning Technologies.
[86] Bernadette Perry,et al. Gamifying French Language Learning: a case study examining a quest-based, augmented reality mobile learning-tool , 2015 .
[87] Miguel Mira da Silva,et al. iThink: A Game-Based Approach Towards Improving Collaboration and Participation in Requirement Elicitation , 2012, VS-GAMES.
[88] Darren Wilson,et al. Gamification Challenges and a Case Study in Online Learning , 2015 .
[89] Paul E. Green,et al. Conjoint Analysis in Marketing: New Developments with Implications for Research and Practice , 1990 .
[90] Moritz von Hoffen,et al. A Method for Measuring User Preferences in Information Systems Design Choices , 2015, ECIS.
[91] Traci J. Hess,et al. Reliability Generalization of Perceived Ease of Use, Perceived Usefulness, and Behavioral Intentions , 2014, MIS Q..
[92] Henriette Cramer,et al. Performing a check-in: emerging practices, norms and 'conflicts' in location-sharing using foursquare , 2011, Mobile HCI.
[93] James M. Boyle,et al. A systematic literature review of empirical evidence on computer games and serious games , 2012, Comput. Educ..
[94] Jan Marco Leimeister,et al. Gamification , 2013, Business & Information Systems Engineering.
[95] Woonhee Sung,et al. GREENIFY , 2013 .
[96] Anna‐Lise Smith,et al. Getting a clue: creating student detectives and dragon slayers in your library , 2011 .
[97] W. Stephenson. CORRELATING PERSONS INSTEAD OF TESTS , 1935 .
[98] Sebastian Lins,et al. Gamifying Information Systems - a synthesis of Gamification mechanics and Dynamics , 2014, ECIS.
[99] Steven H. Cohen. Maximum Difference Scaling: Improved Measures of Importance and Preference for Segmentation , 2003 .
[100] Rebeca P. Díaz Redondo,et al. A social gamification framework for a K-6 learning platform , 2013, Comput. Hum. Behav..