Effects of Gamification on Motivations of Elementary School Students: An Action Research Field Experiment
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DOI: 10.1177/10468781241237389
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References listed on IDEAS
- Seham Aljraiwi, 2019. "Effectiveness of Gamification of Web-Based Learning in Improving Academic Achievement and Creative Thinking among Primary School Students," International Journal of Education and Practice, Conscientia Beam, vol. 7(3), pages 242-257.
- Koivisto, Jonna & Hamari, Juho, 2019. "The rise of motivational information systems: A review of gamification research," International Journal of Information Management, Elsevier, vol. 45(C), pages 191-210.
- Ramli Bakar, 2014. "The Effect of Learning Motivation on Student?s Productive Competencies in Vocational High School, West Sumatra," International Journal of Asian Social Science, Asian Economic and Social Society, vol. 4(6), pages 722-732.
- Kai Huotari & Juho Hamari, 2017. "A definition for gamification: anchoring gamification in the service marketing literature," Electronic Markets, Springer;IIM University of St. Gallen, vol. 27(1), pages 21-31, February.
- Seham Aljraiwi, 2019. "Effectiveness of Gamification of Web-Based Learning in Improving Academic Achievement and Creative Thinking among Primary School Students," International Journal of Education and Practice, Conscientia Beam, vol. 7(3), pages 242-257.
- Hassan, Lobna & Dias, Antonio & Hamari, Juho, 2019. "How motivational feedback increases user’s benefits and continued use: A study on gamification, quantified-self and social networking," International Journal of Information Management, Elsevier, vol. 46(C), pages 151-162.
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Keywords
gamification; educational games; simulation/gaming; primary education; badges; leaderboards;All these keywords.
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