article Open AccessTop 1% cited
Gamifying learning experiences: Practical implications and outcomes
Computers & Education · 2013 · Vol. 63 · pp. 380–392
Adrián Domínguez‐Díaz(Universidad de Alcalá)Joseba Saenz-de-Navarrete(Universidad de Alcalá)Luis de‐Marcos✉(Universidad de Alcalá)Luis Fernández Sanz(Universidad de Alcalá)Carmen Pagés(Universidad de Alcalá)José-Javier Martínez-Herráiz(Universidad de Alcalá)
Educational Games and GamificationOnline Learning and AnalyticsDigital Games and MediaPlug-inClass (philosophy)Game based learningComputer scienceMathematics educationPsychologyHuman–computer interactionArtificial intelligence
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References
Investigating students’ perceived satisfaction, behavioral intention, and effectiveness of e-learning: A case study of the Blackboard system
Computers & Education · 2007 · 1,100 citations
A social gamification framework for a K-6 learning platform
Computers in Human Behavior · 2012 · 846 citations
How can exploratory learning with games and simulations within the curriculum be most effectively evaluated?
Computers & Education · 2005 · 742 citations
Beyond Nintendo: design and assessment of educational video games for first and second grade students
Computers & Education · 2002 · 696 citations
Flow: the psychology of optimal experience
Choice Reviews Online · 1990 · 12,708 citations
A systematic literature review of empirical evidence on computer games and serious games
Computers & Education · 2012 · 2,771 citations
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