Supporting Student Engagement Through the Gamification of Learning Activities: A Design-Based Research Approach
- 17 February 2021
- journal article
- research article
- Published by Springer Science and Business Media LLC in Technology, Knowledge and Learning
- Vol. 27 (1), 119-138
- https://doi.org/10.1007/s10758-021-09500-x
Abstract
No abstract availableKeywords
Funding Information
- Harry Crossley Foundation
- National Research Foundation
This publication has 24 references indexed in Scilit:
- The Gamification of Learning and InstructionInternational Journal of Gaming and Computer-Mediated Simulations, 2012
- A social gamification framework for a K-6 learning platformComputers in Human Behavior, 2012
- Design-Based ResearchEducational Researcher, 2012
- Multi‐touch tables and collaborative learningBritish Journal of Educational Technology, 2011
- Using game theory and Competition-based Learning to stimulate student motivation and performanceComputers & Education, 2010
- Technical opinionMotivational affordancesCommunications of the ACM, 2008
- Students’ engagement in first‐year universityAssessment & Evaluation in Higher Education, 2008
- Design research: A socially responsible approach to instructional technology research in higher educationJournal of Computing in Higher Education, 2005
- A Revision of Bloom's Taxonomy: An OverviewTheory Into Practice, 2002
- Extrinsic Rewards and Intrinsic Motivation in Education: Reconsidered Once AgainReview of Educational Research, 2001