The Dark Side of Narrow Gamification: Negative Impact of Assessment Gamification on Student Perceptions and Content Knowledge
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DOI: 10.1287/ited.2019.0227
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References listed on IDEAS
- Nan Kong, 2019. "Active Game‐Based Learning of Dynamics Modeling and Simulation in Biomedical Systems Engineering," INFORMS Transactions on Education, INFORMS, vol. 20(1), pages 16-25, September.
- E. Renée Cantwell & Jeanann Sousou & Yuri T. Jadotte & Jenny Pierce & Leo E. Akioyamen, 2017. "PROTOCOL: Collaborative Testing for Improving Student Learning Outcomes and Test‐Taking Performance in Higher Education: A Systematic Review," Campbell Systematic Reviews, John Wiley & Sons, vol. 13(1), pages 1-18.
- E. Renée Cantwell & Jeanann Sousou & Yuri T. Jadotte & Jenny Pierce & Leo E. Akioyamen, 2017. "PROTOCOL: Collaborative Testing for Improving Student Learning Outcomes and Test‐Taking Performance in Higher Education: A Systematic Review," Campbell Systematic Reviews, John Wiley & Sons, vol. 13(1), pages 1-18.
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Cited by:
- Behl, Abhishek & Jayawardena, Nirma & Bhardwaj, Shikha & Pereira, Vijay & del Giudice, Manlio & Zhang, Justin, 2024. "Examining the failure of gamification in implementing innovation from the perspective of problematization in the retail sectors of emerging economies," Technovation, Elsevier, vol. 129(C).
- An, Siyang & Cheung, Chi Fai & Willoughby, Kelvin W., 2024. "A gamification approach for enhancing older adults' technology adoption and knowledge transfer: A case study in mobile payments technology," Technological Forecasting and Social Change, Elsevier, vol. 205(C).
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Keywords
pedagogical research; teaching supply chain management; assessment; gamification;All these keywords.
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