Open Access
Issue
MATEC Web of Conferences
Volume 58, 2016
The 3rd Bali International Seminar on Science & Technology (BISSTECH 2015)
Article Number 03006
Number of page(s) 6
Section Information Technology and Information Systems
DOI https://doi.org/10.1051/matecconf/20165803006
Published online 23 May 2016
  1. Abramovich, S., Schunn, C., & Higashi, R.M. 2013. Are Badges Useful in Education?: It Depends Upon The Type Of Badge And Expertise Of Learner. Educational Technology Research and Development, 61, 217-232. [CrossRef] [Google Scholar]
  2. Anderson, J., & Rainie, L. 2012. Gamification And The Internet: Experts Expect Game Layers To Expand In The Future, With Positive And Negative Results. Games For Health : Research, Development, and Clinical Applications, 1(4), 299-302. [Google Scholar]
  3. Barab, S., & Dede, C. 2007. Games And Immersive Participatory Simulations For Science Education: An Emerging Type Of Curricula. Journal of Science Education and Technology, 16(1), 1-3. [CrossRef] [Google Scholar]
  4. Bridgeland, J. M., DiIulio Jr, J. J., & Morison, K. B. 2006. The Silent Epidemic: Perspectives Of High School Dropouts. Civic Enterprises. [Google Scholar]
  5. Cronk, M. 2012. Using Gamification To Increase Student Engagement And Participation In Class Discussion. InWorld Conference on Educational Multimedia, Hypermedia and Telecommunications 2012(1), 311-315. [Google Scholar]
  6. diSessa, A. A. 2000. Changing Minds: Computers, Learning and Literacy. Cambridge, MA: MIT Press. [Google Scholar]
  7. Domínguez, A., Saenz-de-Navarrete, J., De-Marcos, L., Fernández-Sanz, L., Pagés, C., & Martínez-Herráiz, J. 2013. Gamifying Learning Experiences: Practical Implications and Outcomes.Computers & Education, 63, 380-392. [Google Scholar]
  8. Filsecker, M., & Hickey, D. T. 2014. A Multilevel Analysis Of The Effects Of External Rewards On Elementary Students’ Motivation, Engagement And Learning In An Educational Game. Computers & Education, 75, 136-148. [CrossRef] [Google Scholar]
  9. Groh, F. 2012. Gamification: State of The Art Definition And Utilization. Institute of Media Informatics Ulm University, 39. [Google Scholar]
  10. Halter, E. 2006. From Sun Tzu to Xbox: War and Videogames. Thunderʼs Mouth Press, New York. [Google Scholar]
  11. Huotari, K., & Hamari, J. 2012. Defining Gamification: A Service Marketing Perspective. In Proceeding of the 16th International Academic Mind Trek Conference. 17-22. [Google Scholar]
  12. Kapp, K.M. 2012. The Gamification Of Learning And Instruction: Game-Based Methods And Strategies For Training And Education. John Wiley & Sons. [Google Scholar]
  13. Landers, R. N., & Callan, R. C. 2011. Casual Social Games As Serious Games: The Psychology Of Gamification In Undergraduate Education And Employee Training. In Serious Games And Edutainment Applications. 399-423. Springer London. [CrossRef] [Google Scholar]
  14. Lee, J. J., & Hammer, J. 2011. Gamification in education: What, How, Why Bother?. Academic Exchange Quarterly, 15(2), 146. [Google Scholar]
  15. McGonigal, J. 2011. Reality is broken: Why Games Make Us Better And How They Can Change The World. Penguin. [Google Scholar]
  16. Newmann, F.M. 1992. Student Engagement and Achievement in American Secondary Schools. Teachers College Press. [Google Scholar]
  17. Ryan, R. M., Edward L., and Deci. 1991. A Motivational Approach to Self: Integrationin Personality. Perspectives On Motivation, 38, 237. [Google Scholar]
  18. Scardamalia, M., Bereiter, C., McLean, R. S., Swallow, J., & Woodruff, E. 1989. Computer-Supported Intentional Learning Environments. Journal of Educational Computing Research, 5(1), 51-68. [Google Scholar]
  19. Sheldon, L. 2011. The Multiplayer Classroom: Designing Coursework As A Game. Boston, MA: Course Technology Press. [Google Scholar]
  20. Simões, J., Díaz, R., & Fernández, A. 2013. A social gamification framework for a K-6 learning platform. Computers in Human Behavior, 29, 345–353. [CrossRef] [Google Scholar]
  21. Thamvichai, R., & Supanakorn-Davila, S. 2012. A pilot study: Motivating students to engage in programming using game-like instruction. Proceedings of Active Learning in Engineering Education. St. Cloud University. [Google Scholar]
  22. Urh, M., Vukovic, G., & Jereb, E. 2015. The model for introduction of gamification into e-learning in higher education. Procedia-Social and Behavioral Sciences, 197, 388-397. [CrossRef] [Google Scholar]

Current usage metrics show cumulative count of Article Views (full-text article views including HTML views, PDF and ePub downloads, according to the available data) and Abstracts Views on Vision4Press platform.

Data correspond to usage on the plateform after 2015. The current usage metrics is available 48-96 hours after online publication and is updated daily on week days.

Initial download of the metrics may take a while.