Influence of Gamification Elements on Emotion, Interest and Online Participation
暂无分享,去创建一个
[1] L. Festinger. A Theory of Social Comparison Processes , 1954 .
[2] James C. Lester,et al. Affect and Engagement in Game-BasedLearning Environments , 2014, IEEE Transactions on Affective Computing.
[3] H. Schmidt,et al. How individual interest influences situational interest and how both are related to knowledge acquisition: A microanalytical investigation , 2018 .
[4] A. Malik,et al. The Influences of Emotion on Learning and Memory , 2017, Front. Psychol..
[5] Eugène Loos,et al. Benefits and factors influencing the design of intergenerational digital games : A Systematic Literature Review , 2017 .
[6] Ming-Shiou Kuo,et al. How gamification motivates visits and engagement for online academic dissemination - An empirical study , 2016, Comput. Hum. Behav..
[7] M. B. Ligorio,et al. Peer e-tutoring: Effects on students’ participation and interaction style in online courses , 2018 .
[8] Colin Sharp. Qualitative Research and Evaluation Methods (3rd ed.) , 2003 .
[9] Andy P. Field,et al. Discovering Statistics Using Ibm Spss Statistics , 2017 .
[10] J. Sim. Focus Group Interviews in Education and Psychology , 1996 .
[11] Sukjin Kang,et al. Cognitive conflict and situational interest as factors influencing conceptual change , 2010 .
[12] Steve Nebel,et al. From duels to classroom competition: Social competition and learning in educational videogames within different group sizes , 2016, Comput. Hum. Behav..
[13] J. Harackiewicz,et al. Motivating the Academically Unmotivated: A Critical Issue for the 21st Century , 2000 .
[14] Luis de Marcos,et al. An empirical study comparing gamification and social networking on e-learning , 2014, Comput. Educ..
[15] N. Lazzaro. Why we Play Games: Four Keys to More Emotion without Story , 2004 .
[16] Mary Ainley,et al. Connecting with Learning: Motivation, Affect and Cognition in Interest Processes , 2006 .
[17] M. Haruno,et al. Reward Prediction Error Signal Enhanced by Striatum–Amygdala Interaction Explains the Acceleration of Probabilistic Reward Learning by Emotion , 2013, The Journal of Neuroscience.
[18] A. P. Rovai,et al. Blended Learning and Sense of Community: A Comparative Analysis with Traditional and Fully Online Graduate Courses , 2004 .
[19] C. Sansone,et al. Intrinsic and extrinsic motivation : the search for optimal motivation and performance , 2000 .
[20] Jolie Kennedy,et al. Characteristics of Massive Open Online Courses (MOOCs): A Research Review, 2009-2012. , 2014 .
[21] Mark Warschauer,et al. Participation, interaction, and academic achievement in an online discussion environment , 2015, Comput. Educ..
[22] Miguel P Caldas,et al. Research design: qualitative, quantitative, and mixed methods approaches , 2003 .
[23] John Ranellucci,et al. The importance of teachers' emotions and instructional behavior for their students' emotions – An experience sampling analysis ☆ , 2014 .
[24] Marina Papastergiou,et al. Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation , 2009, Comput. Educ..
[25] Stefan Hrastinski,et al. A theory of online learning as online participation , 2009, Comput. Educ..
[26] J. P. Wanous,et al. Overall job satisfaction: how good are single-item measures? , 1997, The Journal of applied psychology.
[27] Andreas Gegenfurtner,et al. How situational is situational interest? Investigating the longitudinal structure of situational interest , 2015 .
[28] Zhijiang Dong,et al. Engaging Computer Science Students through Gamification in an Online Social Network Based Collaborative Learning Environment , 2013 .
[29] Gráinne Conole,et al. MOOCs as disruptive technologies: strategies for enhancing the learner experience and quality of MOOCs Los MOOC como tecnologías disruptivas: estrategias para mejorar la experiencia de aprendizaje y la calidad de los MOOC. , 2016 .
[30] John W. Rice,et al. The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education , 2012, Int. J. Gaming Comput. Mediat. Simulations.
[31] Elizabeth O. Hayward,et al. Emotional design in multimedia learning: Effects of shape and color on affect and learning , 2014 .
[32] Gary B. Wills,et al. The design of a hybrid cultural model for Arabic gamified systems , 2016, Comput. Hum. Behav..
[33] Joaquim A. Jorge,et al. Improving participation and learning with gamification , 2013, Gamification.
[34] C. Kinzer,et al. Foundations of Game-Based Learning , 2015 .
[35] Michael Tang,et al. Regular Versus Online Versus Blended: A Qualitative Description of the Advantages of the Electronic Modes and a Quantitative Evaluation , 2005 .
[36] A. Diamantopoulos,et al. Guidelines for choosing between multi-item and single-item scales for construct measurement: a predictive validity perspective , 2012 .
[37] Tovi Grossman,et al. GamiCAD: a gamified tutorial system for first time autocad users , 2012, UIST.
[38] L. Lipponen,et al. Patterns of participation and discourse in elementary students’ computer-supported collaborative learning , 2003 .
[39] Alex Sandro Gomes,et al. Effectiveness of gamification in the engagement of students , 2016, Comput. Hum. Behav..
[40] M. Delgado,et al. Regulating the expectation of reward via cognitive strategies , 2008, Nature Neuroscience.
[41] Martial Van der Linden,et al. Why do you play World of Warcraft? An in-depth exploration of self-reported motivations to play online and in-game behaviours in the virtual world of Azeroth , 2013, Comput. Hum. Behav..
[42] Erinç Karataş. Eğitimde Oyunlaştırma: Araştırma Eğilimleri , 2014 .
[43] Jerry Chih-Yuan Sun,et al. The benefits of a challenge: student motivation and flow experience in tablet-PC-game-based learning , 2015, Interact. Learn. Environ..
[44] Matthew B. Miles,et al. Qualitative Data Analysis: An Expanded Sourcebook , 1994 .
[45] Lennart E. Nacke,et al. From game design elements to gamefulness: defining "gamification" , 2011, MindTrek.
[46] W. Kintsch. Learning from text, levels of comprehension, or: Why anyone would read a story anyway , 1980 .
[47] Henk G. Schmidt,et al. Situational Interest and Academic Achievement in the Active-Learning Classroom. , 2011 .
[48] D. Leutner. Motivation and emotion as mediators in multimedia learning , 2014 .
[49] Lars Bergkvist,et al. Appropriate use of single-item measures is here to stay , 2015 .
[50] M. Csíkszentmihályi,et al. The Development of the Person: An Experiential Perspective on the Ontogenesis of Psychological Complexity , 2014 .
[51] C. Izard. The Many Meanings/Aspects of Emotion: Definitions, Functions, Activation, and Regulation , 2010 .
[52] Daniel Gonçalves,et al. Gamification for smarter learning: tales from the trenches , 2015, Smart Learning Environments.
[53] Hakan Tüzün,et al. Blending video games with learning: Issues and challenges with classroom implementations in the Turkish context , 2007, Br. J. Educ. Technol..
[54] Andika Y. Utomo,et al. An empirical study of gamification impact on e-Learning environment , 2013, Proceedings of 2013 3rd International Conference on Computer Science and Network Technology.
[55] C. Izard. Basic Emotions, Natural Kinds, Emotion Schemas, and a New Paradigm , 2007, Perspectives on psychological science : a journal of the Association for Psychological Science.
[56] Brian C. Nelson,et al. Exploring Newtonian mechanics in a conceptually-integrated digital game: Comparison of learning and affective outcomes for students in Taiwan and the United States , 2011, Comput. Educ..
[57] Daniel M. Johnson,et al. Driven to drive? Investigating the effect of gamification on learner driver behavior, perceived motivation and user experience , 2017, Comput. Hum. Behav..
[58] D. Keegan,et al. Three Types of Interaction , 2013 .
[59] J. Falk,et al. The Role of Emotion in Informal Science Learning: Testing an Exploratory Model , 2017 .
[60] Yvonne Fung,et al. Collaborative online learning: interaction patterns and limiting factors , 2004 .
[61] Rachel K. Gibson,et al. Online Participation in the UK: Testing a ‘Contextualised’ Model of Internet Effects 1 , 2005 .
[62] M. Engle. Book Review: Qualitative Data Analysis: An Expanded Sourcebook (2nd Ed.) , 1999 .
[63] Hayeon Song,et al. The effects of competition and competitiveness upon intrinsic motivation in exergames , 2013, Comput. Hum. Behav..
[64] Claire Dormann,et al. Once More With Feeling , 2013, Games Cult..
[65] I. Phau,et al. The Emotion of Interest and Its Relevance to Consumer Psychology and Behaviour , 2016 .
[66] Juho Hamari,et al. Measuring flow in gamification: Dispositional Flow Scale-2 , 2014, Comput. Hum. Behav..
[67] Han Qing-nian. Motivation-Driven Educational Game Design , 2008 .
[68] Norman E. Wallen,et al. How to Design and Evaluate Research in Education , 1990 .
[69] Suzanne Hidi,et al. Interest and Its Contribution as a Mental Resource for Learning , 1990 .
[70] Ig Ibert Bittencourt,et al. A gamified peer assessment model for on-line learning environments in a competitive context , 2016, Computers in Human Behavior.
[71] Meaghan C. Lister,et al. Gamification: The effect on student motivation and performance at the post-secondary level , 2015 .
[72] Özcan Erkan Akgün,et al. Bilimsel araştırma yöntemleri , 2017 .
[73] Gregory Schraw,et al. Increasing Situational Interest in the Classroom , 2001 .
[74] Gregory Schraw,et al. Situational Interest: A Review of the Literature and Directions for Future Research , 2001 .
[75] B. Fredrickson. The broaden-and-build theory of positive emotions. , 2004, Philosophical transactions of the Royal Society of London. Series B, Biological sciences.
[76] J. Harackiewicz,et al. What if I can’t? Success expectancies moderate the effects of utility value information on situational interest and performance , 2015 .
[77] Zakkoyya H. Lewis,et al. What's the Point?: A Review of Reward Systems Implemented in Gamification Interventions. , 2016, Games for health journal.
[78] Sidney D'Mello,et al. Mind wandering during film comprehension: The role of prior knowledge and situational interest , 2016, CogSci.
[79] John R. Rossiter,et al. The C-OAR-SE procedure for scale development in marketing , 2002 .
[80] Jo Davies,et al. Performance in e-learning: online participation and student grades , 2005, Br. J. Educ. Technol..
[81] Jennifer Preece,et al. Using gamification to inspire new citizen science volunteers , 2013, Gamification.
[82] Paul Denny,et al. The effect of virtual achievements on student engagement , 2013, CHI.
[83] Siobhan O'Donovan,et al. A case study in the gamification of a university-level games development course , 2013, SAICSIT '13.
[84] Christine Brown,et al. Unpacking the potential of educational gaming: A new tool for gaming research , 2007 .
[85] Eugenia Y. Huang,et al. What type of learning style leads to online participation in the mixed-mode e-learning environment? A study of software usage instruction , 2012, Comput. Educ..
[86] James Paul Gee,et al. What video games have to teach us about learning and literacy , 2007, CIE.
[87] Brad Shuck,et al. Emotions and Their Effect on Adult Learning: A Constructivist Perspective , 2013 .
[88] Christopher Cunningham,et al. Gamification by Design - Implementing Game Mechanics in Web and Mobile Apps , 2011 .
[89] D. K. Meyer,et al. Re-conceptualizing Emotion and Motivation to Learn in Classroom Contexts , 2006 .
[90] Sarah K. Tauber,et al. The effects of emotion on younger and older adults’ monitoring of learning , 2017, Neuropsychology, development, and cognition. Section B, Aging, neuropsychology and cognition.
[91] Robert F. DeVellis,et al. Scale Development: Theory and Applications. , 1992 .
[92] Anne C. Frenzel,et al. Measuring emotions in students learning and performance: The Achievement Emotions Questionnaire (AE , 2011 .
[93] Susan Wainwright,et al. Blended Learning in Higher Education: Framework, Principles, and Guidelines. , 2011 .
[94] Andreas Lieberoth. Shallow Gamification , 2015 .
[95] Eunjoon Rachel Um,et al. Emotional design in multimedia learning. , 2012 .
[96] Adrian A. de Freitas,et al. Classroom Live: a software-assisted gamification tool , 2013, Comput. Sci. Educ..
[97] Cem Ali Gizir. Orta Doğu Teknik Üniversitesi Son Sınıf Öğrencilerinin Problemleri Üzerine Bir Çalışma , 2005 .
[98] Ross M. Higashi,et al. Are badges useful in education?: it depends upon the type of badge and expertise of learner , 2013 .
[99] S. Hidi,et al. The Four-Phase Model of Interest Development , 2006 .
[100] K. Werbach,et al. For the Win: How Game Thinking Can Revolutionize Your Business , 2012 .
[101] Heinz Mandl,et al. How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction , 2017, Comput. Hum. Behav..
[102] K. A. Renninger,et al. Individual interest and its implications for understanding intrinsic motivation , 2000 .
[103] Kim Flintoff,et al. Digital badges in education , 2013, Education and Information Technologies.
[104] Gwo-Jen Hwang,et al. An Experiment of a Mobile Competition Game for Investigating Students' Interests in Learning Local Culture , 2014, 2014 IEEE 14th International Conference on Advanced Learning Technologies.
[105] Scott E. Caplan,et al. Who plays, how much, and why? Debunking the stereotypical gamer profile , 2008, J. Comput. Mediat. Commun..
[106] J. Dirkx. The Power of Feelings: Emotion, Imagination, and the Construction of Meaning in Adult Learning , 2001 .
[107] Patrick Weber,et al. Discussions in the comments section: Factors influencing participation and interactivity in online newspapers’ reader comments , 2014, New Media Soc..
[108] C. Brooks. Toward ‘hybridised’ faculty development for the twenty‐first century: blending online communities of practice and face‐to‐face meetings in instructional and professional support programmes , 2010 .
[109] Sung-Hee Jin,et al. Using Visualization to Motivate Student Participation in Collaborative Online Learning Environments , 2017, J. Educ. Technol. Soc..
[110] Michael Conway,et al. Motivation, Interest, and Positive Affect in Traditional and Nontraditional Undergraduate Students , 2007 .