To gamify or not to gamify? An experimental field study of the influence of badges on motivation, activity, and performance in an online learning course
暂无分享,去创建一个
[1] L. Festinger. A Theory of Social Comparison Processes , 1954 .
[2] Alexandre N. Tuch,et al. Do points, levels and leaderboards harm intrinsic motivation?: an empirical analysis of common gamification elements , 2013, Gamification.
[3] Edward L. Deci,et al. The undermining effect is a reality after all--Extrinsic rewards , 1999 .
[4] Ari Korhonen,et al. How (not) to introduce badges to online exercises , 2014, SIGCSE.
[5] 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..
[6] Luis de Marcos,et al. Gamifying learning experiences: Practical implications and outcomes , 2013, Comput. Educ..
[7] Duane T. Wegener,et al. Evaluating the use of exploratory factor analysis in psychological research. , 1999 .
[8] Ari Korhonen,et al. Empirical Study on the Effect of Achievement Badges in TRAKLA2 Online Learning Environment , 2013, 2013 Learning and Teaching in Computing and Engineering.
[9] 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).
[10] Abraham P. Buunk,et al. Social Comparison in the Classroom: A Review , 2008 .
[11] Oren Zuckerman,et al. Deconstructing gamification: evaluating the effectiveness of continuous measurement, virtual rewards, and social comparison for promoting physical activity , 2014, Personal and Ubiquitous Computing.
[12] Lennart E. Nacke,et al. From game design elements to gamefulness: defining "gamification" , 2011, MindTrek.
[13] Students Engagement through Gamification in Education Gamifying Formative Assessment , 2017 .
[14] Charles Butler,et al. A Framework for Evaluating the Effectiveness of Gamification Techniques by Personality Type , 2014, HCI.
[15] Siobhan O'Donovan,et al. A case study in the gamification of a university-level games development course , 2013, SAICSIT '13.
[16] Tobias Ley,et al. Scaling up Learning for Sustained Impact , 2013, Lecture Notes in Computer Science.
[17] 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.
[18] Edward L. Deci,et al. Intrinsic Motivation and Self-Determination in Human Behavior , 1975, Perspectives in Social Psychology.
[19] E. Deci,et al. Extrinsic Rewards and Intrinsic Motivation in Education: Reconsidered Once Again , 2001 .
[20] Juho Hamari,et al. Do badges increase user activity? A field experiment on the effects of gamification , 2017, Comput. Hum. Behav..
[21] Ian Glover,et al. Play As You Learn: Gamification as a Technique for Motivating Learners , 2013 .
[22] E. Deci,et al. A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. , 1999, Psychological bulletin.
[23] 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.
[24] J. Cameron,et al. Reinforcement, Reward, and Intrinsic Motivation: A Meta-Analysis , 1994 .
[25] Deborah I. Fels,et al. Gamification in theory and action: A survey , 2015, Int. J. Hum. Comput. Stud..
[26] E. Deci,et al. Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions. , 2000, Contemporary educational psychology.
[27] Sergi Villagrasa,et al. Gamification for learning 3D computer graphics arts , 2013 .
[28] Jason W. Osborne,et al. Best practices in exploratory factor analysis: four recommendations for getting the most from your analysis. , 2005 .
[29] 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..
[30] Scott Nicholson. A User-Centered Theoretical Framework for Meaningful Gamification , 2012 .
[31] M. Deutsch,et al. A study of normative and informational social influences upon individual judgement. , 1955, Journal of abnormal psychology.
[32] Pedro J. Muñoz-Merino,et al. An analysis of the use of badges in an educational experiment , 2016, 2016 IEEE Frontiers in Education Conference (FIE).
[33] Erik Duval,et al. Evaluating the Use of Open Badges in an Open Learning Environment , 2013, EC-TEL.
[34] Pascal Huguet,et al. Social comparison choices in the classroom: further evidence for students' upward comparison tendency and its beneficial impact on performance , 2001 .
[35] Brian P. Coppola,et al. Skill and will: The role of motivation and cognition in the learning of college chemistry , 2003 .
[36] Bieke Zaman,et al. Why Gamification Fails in Education and How to Make It Successful: Introducing Nine Gamification Heuristics Based on Self-Determination Theory , 2017, Serious Games and Edutainment Applications.
[37] Martin Ebner,et al. MOOCs Completion Rates and Possible Methods to Improve Retention - A Literature Review , 2014 .
[38] Jure Leskovec,et al. Engaging with massive online courses , 2014, WWW.
[39] Ivica Boticki,et al. Usage of a mobile social learning platform with virtual badges in a primary school , 2015, Comput. Educ..
[40] Kim Flintoff,et al. Digital badges in education , 2013, Education and Information Technologies.
[41] Johanna Pirker,et al. Motivational active learning: engaging university students in computer science education , 2014, ITiCSE '14.
[42] Gilad Ravid,et al. Personality Based Gamification: How Different Personalities perceive Gamification , 2014, ECIS.
[43] Heinz Ulrich Hoppe,et al. Motivating Students or Teachers? - Challenges for a Successful Implementation of Online-Learning in Industry-Related Vocational Training , 2013, EC-TEL.
[44] Carlos Delgado Kloos,et al. Analyzing students' intentionality towards badges within a case study using Khan academy , 2016, LAK.
[45] Liam J. Bannon,et al. The motivation is the message: comparing CSCL in different settings , 2002, CSCL.
[46] Ji-Hye Park,et al. Factors Influencing Adult Learners' Decision to Drop Out or Persist in Online Learning , 2009, J. Educ. Technol. Soc..
[47] Zeynep Turan,et al. Gamification and Education: Achievements, Cognitive Loads, and Views of Students , 2016, Int. J. Emerg. Technol. Learn..