Effectiveness of gamification in the engagement of students
By L. D. R. Seixas, A. S. Gomes, I. J. M. Filho. Computers in Human Behavior, 2016
344 citations recorded by the source corpus.
Subfields: Developmental and Educational Psychology, Social Psychology
View Paper: https://www.semanticscholar.org/paper/defbb6d9f9bef16f75a3389230ee1145de5a4a62
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Developmental and Educational Psychology
- Seiji Isotani
- Wilk Oliveira
- Luiz Rodrigues
- Lei Shi
- Armando Maciel Toda
- Paula Toledo Palomino
- Juho Hamari
- Jonna Koivisto
In Social Psychology
Citations in the corpus
- Tailored gamification in education: A literature review and future agenda (2022, background): “…have been conducted to apply gamification in education (i.e., transforming educational systems to better afford similar motivational benefits as games often do) and investigating the effects of gamification on students’ experience and learning (Rocha Seixas et al., 2016; Oliveira et al., 2020).”
- Teachers’ Perception towards the Use of Quizizz in the Teaching and Learning of English: A Systematic Review (2021, background): “[25], it was found that 87% of the teachers who were the research participants agreed that their learners showed positive progress in their level of proficiency after using Quizizz in the classroom.”