Using game theory and Competition-based Learning to stimulate student motivation and performance
By Juan-Carlos Burguillo. Comput. Educ., 2010
662 citations recorded by the source corpus.
Subfields: Communication, Education
View Paper: https://www.semanticscholar.org/paper/33d17019e8b9eff04a723d22ffe887c241629baa
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In Communication
- J. LaRosa
- Carolyn M. Plump
- Lisa Homner
- Paul Denny
- Gwo-Jen Hwang
- Michael Sailer
- Po-Han Wu
- Leah P. McCoy
In Education
- Po-Han Wu
- Chi-Chang Chen
- Khe Foon Timothy Hew
- Chung Kwan Lo
- Haoran Xie
- J. LaRosa
- Carolyn M. Plump
- Piyush Taneja
Citations in the corpus
- An online game approach for improving students' learning performance in web-based problem-solving activities (2012, background): “Some have reported that educational computergames canenhance the learning interestof students (Ebner&Holzinger, 2007;Malone,1980), and further increase their learning motivation (Burguillo, 2010; Dickey, 2010; Harris & Reid, 2005; Miller, Chang, Wang, Beier, & Klisch, 2011).”
- Vision, challenges, roles and research issues of Artificial Intelligence in Education (2020, background): “A problematic example is that, if competition-based learning (Burguillo, 2010) is employed for classroom writing, the teacher needs to review manually papers submitted by students.”
- Investigating the effects of gamification-enhanced flipped learning on undergraduate students’ behavioral and cognitive engagement (2018, background): “…there is evidence that the competition fostered by leaderboards can create social pressure to increase a user ’ s level of engagement in an activity (Burguillo, 2010), and that the positive e ff ects of competition are more likely to be seen if the users are approximately at the same performance…”
- The Gamification of Learning: a Meta-analysis (2019, background): “Competition can cause social pressure to increase learners’ level of engagement and can have a constructive effect on participation and learning (Burguillo 2010).”
- A Review of Nontraditional Teaching Methods: Flipped Classroom, Gamification, Case Study, Self-Learning, and Social Media (2019, background): “For instance, Burguillo [52] believes that scoring and competition motivate learners to try harder.”
- Using Kahoot! in the Classroom to Create Engagement and Active Learning: A Game-Based Technology Solution for eLearning Novices (2017, background): “Burguillo (2010) speaks to the importance of competition-based learning to achieve stronger motivation for students to increase their performance.”
- Effects of Game-Based Learning on Attitude and Achievement in Elementary Mathematics (2019, background): “Results from recent studies have found that competition improves motivation and cooperation, and ultimately learning outcomes (Burguillo, 2010; Cagiltay, Ozcelik, & Ozcelik, (2015).”
- Improving student’s mathematical problem solving skills through Quizizz (2020, background): “According to Burguillo's research, digital game-based learning can effectively increase students’ attention, interest, creativity, and community relations (Burguillo, 2010).”
- Multiple nash equilibriums and evaluation of strategies. New application of MCDM methods (2014, background): “Social sciences (mainly economics), biology, engineering, political science, international relations, computer science and philosophy (Burguillo 2010) have been the areas to which this branch of applied mathematics can be used.”
- Effects of constructing versus playing an educational game on student motivation and deep learning strategy use (2011, background): “Last decade, many empirical studies showed that games enhance student motivation (Burguillo, 2010; Cordova & Lepper, 1996; Lopez-Morteo & Lopez, 2007; Rosas et al., 2003, Tüzun, Yilmaz-Sollu, Karakus, Inal, & Kizilkaya, 2008).”
- The effect of virtual achievements on student engagement (2013, background): “Rewarding students with points for their actions may help to foster friendly competition which can be a strong mo-tivator [6].”