The effect of virtual achievements on student engagement
By Paul Denny. International Conference on Human Factors in Computing Systems, 2013
487 citations recorded by the source corpus.
Subfields: Artificial Intelligence, Developmental and Educational Psychology
View Paper: https://www.semanticscholar.org/paper/2c67714410d62770dd019bc94d0a8a0692acf02d
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Artificial Intelligence
- June Ahn
- Dimitrios Buhalis
- Darina Dicheva
- Klaus Opwis
- Christo Dichev
- Alexandre N. Tuch
- Elisa D. Mekler
- Juho Hamari
In Developmental and Educational Psychology
- Juho Hamari
- Jonna Koivisto
- Darina Dicheva
- Christo Dichev
- Kai Huotari
- Klaus Opwis
- Alexandre N. Tuch
- Elisa D. Mekler
Citations in the corpus
- Gamification in Education: A Systematic Mapping Study (2015, background): “, Anderson, Huttenlocher, Kleinberg, & Leskovec, 2014; Caton & Greenhill, 2013; Akpolat & Slany, 2014); increased attendance, participation, and material downloads (Barata, Gama, Jorge, & Gonçalves, 2013); positive effect on the quantity of students’ contributions/ answers without a corresponding re”
- Towards understanding the effects of individual gamification elements on intrinsic motivation and performance (2017, background): “In line with previous research on the potential of game elements to promote user behavior (e.g., Cechanowicz et al., 2013; Denny, 2013; Hamari, 2013; Von Ahn & Dabbish, 2008), points, and especially levels and the leaderboard prompted participants to generate significantly more tags, although tag…”
- "Working out for likes": An empirical study on social influence in exercise gamification (2015, unknown): “, 2015) has been harnessed and studied, for example, in the domains of education (e.g. Bonde et al., 2014; Christy & Fox, 2014; de-Marcos, Domínguez, Saenz-de-Navarrete, & Pagés, 2014; Denny, 2013; Domínguez et al., 2013; Farzan & Brusilovsky, 2011; Filsecker & Hickey, 2014; Hakulinen, Auvinen, & Ko”
- Serious games and the gamification of tourism (2017, background): “Hamari (2013) reports that extrinsic motivation such as reward has no effect on increased playing activity.”
- Open badges for education: what are the implications at the intersection of open systems and badging? (2014, methodology): “…link the presence of badges and other incentive mechanisms to increased user participation in a variety of online communities ranging from popular social question & answer sites such as Stack Exchange (Mamykina et al. 2011) to online tools used in the classroom (Denny 2013; Hummel et al. 2005).”
- Do points, levels and leaderboards harm intrinsic motivation?: an empirical analysis of common gamification elements (2013, background): “While several studies have already examined how game elements, such as points, levels [9, 23] or badges [5, 10], affect user behavior, to our knowledge, none have looked yet into their impact on intrinsic motivation.”
- A definition for gamification: anchoring gamification in the service marketing literature (2016, background): “…domains such as commerce (Bittner and Shipper 2014; Cechanowicz et al. 2013; Hamari 2013; Hamari2015; Terlutter and Capella 2013), education (Denny 2013, Hakulinen et al. 2013; Domínguez et al. 2013; de-Marcos et al. 2014; Farzan and Brusilovsky 2011; Simões et al. 2013; Christy and Fox…”
- Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014, background): “Achievements/ Badges [2][8][10][17][20][22][25][27] [34]”
- Gamification for Engaging Computer Science Students in Learning Activities: A Case Study (2014, background): “active participation in peer assessment [20], [21], [22], [23], [24]; the latter to engage students in learning, for instance by the use of learning materials such as tutorials or digital tools [25], [26].”
- Gamification in theory and action: A survey (2015, background): “( 2012 ) Encourage participation N / A Badges , leaderboard Mixed Gamification modestly affected performance Denny ( 2013 ) Encourage participation N / A ; definition from Deterding et al .”
- Gamification Science, Its History and Future: Definitions and a Research Agenda (2018, unknown): “Some commonly studied mediators in gamification studies are motivation/engagement (Denny, 2013; Downes-Le Guin, Baker, Mechling, & Ruylea, 2012), flow (Eickhoff, Harris, de Vries, & Srinivasan, 2012; Witt, Schneiner, & Robra-Bissantz, 2011), and enjoyment (Cheong, Cheong, & Filippou, 2013; Flatla,…”