The effects of gamification-based teaching practices on student achievement and students' attitudes toward lessons
By I. Yildirim. Internet and Higher Education, 2017
317 citations recorded by the source corpus.
Subfields: Computer Science Applications, Developmental and Educational Psychology
View Paper: https://www.semanticscholar.org/paper/bc322867db82d55887e6b4b4c6ea0be39b921d7d
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In Computer Science Applications
In Developmental and Educational Psychology
Citations in the corpus
- The Gamification of Learning: a Meta-analysis (2019, background): “For example, implementing a transparent badge system that allows peers to challenge themselves as well as awarding badges for helping and collaborating with others can help to foster motivation (e.g., Yildirim 2017).”
- Investigating the effects of gamification-enhanced flipped learning on undergraduate students’ behavioral and cognitive engagement (2018, background): “Other studies (e.g. Winchester, 2016; Yildirim, 2017) have integrated the use of game elements into both the in-class and out-of-class learning components of fl ipped courses.”