Play As You Learn: Gamification as a Technique for Motivating Learners
By Ian Glover. 2013
335 citations recorded by the source corpus.
View Paper: https://www.semanticscholar.org/paper/d6ab35f84a5bb97d7a6ae85c8e41b7b1a5dbb227
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
- Michail Kalogiannakis
- Stamatios Papadakis
- Alkinoos-Ioannis Zourmpakis
- Yogesh Kumar Dwivedi
- Patrick Buckley
- Jesse Fox
- Yang Yang
- Michael D. Hanus
Citations in the corpus
- Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2015, background): “Modern students are growing up in an age of interactive media and video games, so classroom gamification may be appealing and motivating (Glover, 2013).”
- Examining the impact of gamification on intention of engagement and brand attitude in the marketing context (2017, background): “Gamification describes a number of design principles, processes and systems used to influence, engage and motivate individuals, groups and communities to drive behaviors (intentions) or generate the desired effect (Glover, 2013; Nicholson, 2012; Deterding et al., 2011).”
- Gamification in Science Education. A Systematic Review of the Literature (2021, background): “According to Glover [146], behavior and helps them The developing metacognitive al.”
- Gamification and student motivation (2016, background): “Thus, a key research question raised in the literature is how individuals with different motivations for learning are impacted by gamified learning activities (Glover, 2013).”