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Implementing gamification in a university‐level UML modeling course: A case study

https://doi.org/10.1002/cae.22077
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What this work says

Outgoing claims: the papers this work cites, builds on, or argues with.

inferredcites →https://doi.org/10.1006/ceps.1999.1020openalex-snapshot
Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions
inferredcites →https://doi.org/10.1007/978-3-319-58862-9openalex-snapshot
Agile Modeling with UML
inferredcites →https://doi.org/10.1007/978-3-319-73210-7_80openalex-snapshot
An Empirical Study on the Use of Gamification on IT Courses at Higher Education
inferredcites →https://doi.org/10.1007/978-3-540-39597-3_11openalex-snapshot
Consistency by Construction: The Case of MERODE
inferredcites →https://doi.org/10.1007/978-3-642-12261-3_5openalex-snapshot
Teaching Object-Oriented Modeling and UML to Various Audiences
inferredcites →https://doi.org/10.1007/978-3-642-31072-0_30openalex-snapshot
Technology-Enhanced Support for Learning Conceptual Modeling
inferredcites →https://doi.org/10.1007/978-94-017-9088-8_14openalex-snapshot
Toward a Psychology of Optimal Experience
inferredcites →https://doi.org/10.1037/0003-066x.55.1.68openalex-snapshot
Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being.
inferredcites →https://doi.org/10.1080/10494820.2014.964263openalex-snapshot
Gamification and student motivation
inferredcites →https://doi.org/10.1109/icse.2013.6606618openalex-snapshot
UML in practice
inferredcites →https://doi.org/10.1109/tlt.2014.2329293openalex-snapshot
Gamification for Engaging Computer Science Students in Learning Activities: A Case Study
inferredcites →https://doi.org/10.1111/j.1467-9841.2011.00495.xopenalex-snapshot
Indian English by Pingali Sailaja
inferredcites →https://doi.org/10.1145/1541948.1541999openalex-snapshot
A behavior model for persuasive design
inferredcites →https://doi.org/10.1145/1541948.1542005openalex-snapshot
Creating persuasive technologies
inferredcites →https://doi.org/10.1145/2181037.2181040openalex-snapshot
From game design elements to gamefulness
inferredcites →https://doi.org/10.1145/2513456.2513469openalex-snapshot
A case study in the gamification of a university-level games development course
inferredcites →https://doi.org/10.1201/9781351235181openalex-snapshot
Software Engineering with UML
inferredcites →https://doi.org/10.13140/2.1.3311.9046openalex-snapshot
Gamification in higher education: A case study

What points at this work

Incoming claims: where this work appears in other papers’ reference lists and arguments.

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Measuring the effects on learning performance and engagement with a gamified social platform in an MSc program
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Using web‐based gamified software to learn Boolean algebra simplification in a blended learning setting
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Study of the impact of social learning and gamification methodologies on learning results in higher education
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Students' Application of Abstract and Systems Thinking Skills for Modeling Software Systems
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Mathematical Software for Testing and Setting up the Induction Soldering Process
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An Assessment of Statistical Classification for Gamification and Socially Oriented Methodologies in Undergraduate Education
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Using Gamification to Develop Vocabulary and Grammar Among A1 Level of English Students: A Quasi-Experimental Design
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Unlocking the Power of Gamification: Evaluating the Efficacy of Wizer.me in EFL Vocabulary Acquisition
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Towards Leveraging Gamified Code-Testing for Effective Model Validation
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ModelDefenders: A Gamified Mutation Testing Tool for Model-Driven Engineering Education
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Gamification in Education
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Teaching Human Geography Using a Couplet Game
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A Gamification-Based Tool to Promote Accessible Design
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Gamifying model-based engineering: the PapyGame experience
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Gamification of business process modeling education: an experimental analysis
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Gamification of conceptual modeling education with UML class diagrams: an experimental analysis
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Gamification in education: A scientometric, content and co-occurrence analysis of systematic review and meta-analysis articles
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Prediction of students’ learning outcomes by various variables in gamified online accounting courses
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Gamification of conceptual modeling education: an analysis of productivity and students’ perception
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Gamification enhances student intrinsic motivation, perceptions of autonomy and relatedness, but minimal impact on competency: a meta-analysis and systematic review
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Playing with word problems: a digital gamified intervention to enhance word-problem-solving skills in primary education
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Comparing science success of primary school students in the gamified learning environment via Kahoot and Quizizz
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Exploring the Effects of Virtual and Physical Escape Rooms in Pharmacy Ethics and Legislation
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Digital badges affect need satisfaction but not frustration in males in higher education
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The impact of gamification on learning and instruction: A systematic review of empirical evidence
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Effects of a gamified learning environment on students’ achievement, motivations, and satisfaction
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Gamification of virtual reality assembly training: Effects of a combined point and level system on motivation and training results
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Games in the classroom? Analysis of their effects on financial accounting marks in higher education
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Effect of using gamification of “Kahoot!” as a learning method on stress symptoms, anxiety symptoms, self-efficacy, and academic achievement among university students
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Gamifying model-based engineering: The PapyGame tool
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Gamification 2.0: Gamifying an Entire Introductory Organic Chemistry Course Again
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Gamifying an Organic Chemistry Laboratory Course as a Strategy to Improve Students’ Motivation
inferred← citeshttps://doi.org/10.1021/acs.jchemed.5c01540openalex-snapshot
Leveling Up Organic Chemistry: A Gamification Framework for Teaching Resonance
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Impact of gamification on green consumption behavior integrating technological awareness, motivation, enjoyment and virtual CSR
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Students motivations in a gamification learning environment: A meta-analysis review study
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Online Gamified Quizzes in Undergraduate Mental Health Nursing Education: Thematic Analysis of Students’ Qualitative Views
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Teaching human geography using a couplet game
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Improving instruction and sexual health literacy with serious games and gamification interventions: an outlook to students’ learning outcomes and gender differences
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Killer Corporations: Changing Student Attitudes on Corporate Crime Using an In-Class Exercise
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The Code of Thrones: Gamifying Criminal Law to Rule Student Motivation
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Literacy in the new norm: stay-home game plan for parents
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The effects of gamified flipped instruction on learner performance and need satisfaction
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Implementation of gamification and bloom’s digital taxonomy-based assessment: a scale development study with mixed-methods sequential exploratory design
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Andragogical principles in a gamification concept: how does it work for adult learners in an online class?
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An empirical study on the impact of learning theory on gamification-based training programs
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Evaluating an Educational Escape Room Conducted Remotely for Teaching Software Engineering
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Gamification in E-Learning: The Role of Perceived Value in Influencing Student’s Motivation and Engagement
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Gamification in E-Learning to Support Smart Learning Processes Children in Modern Schools
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A Gamified Platform for Educating Children About Their Legal Rights
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How to merge gamification efforts for programming and modelling: a tool implementation perspective
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Using 3-D Printed Badges to Improve Student Performance and Reduce Dropout Rates in STEM Higher Education
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Exploring University Students' Attitudes Toward Gamified Learning Management Systems: An Extended Technology Acceptance Model Approach
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A collaborative GIS programming course using GitHub Classroom
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From Difficulties to Functional Requirements - Deriving Requirements from Literature about Tool-supported Teaching of UML Diagrams in Software Engineering Education
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The Influence of Quizizz-online Gamification on Vocabulary Learning Effectiveness and Engagement among College EFL Learners in China
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UMLegend: A Gamified Learning Tool for Conceptual Modeling with UML Class Diagrams
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Gamification of a BPMN Modeling Course: an Analysis of Effectiveness and Student Perception
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How Game Elements Structure Educational Learning Paths: A Literature Review
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A Model‐Driven Framework for Gamification of Learning Introductory Programming
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A collaborative escape room as gamification strategy to increase learning motivation and develop curricular skills of occupational therapy students
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Gamification and active learning in higher education: is it possible to match digital society, academia and students' interests?
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Descriptive Study of Motivation in Gamification Experiences from Higher Education: Systematic Review of Scientific Literature
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Can Gamification Help in Increasing Motivation, Engagement, and Satisfaction? A gamified experience in teaching CS to students from other disciplines
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GAMIFICATION STRATEGIES IN HIGHER EDUCATION: LEVERAGING PAST IN THE ERA OF PANDEMIC
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Contribution to the understanding, creation and conduction of technology-enhanced educational escape rooms
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Gamified-Assessment For Learning Indonesian as A Foreign Language: Heuristic Evaluation Approach
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Gamified Model Mutation Testing: Improving Test Quality and Testing Skills through Competitive Play
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تصمیمان للوحة المتصدرین فی التقویم البنائی القائم على التلعیب ببیئة تعلم إلكترونی وأثرهما على تنمیة التحصیل ودقة الإجابة وخفض قلق الاختبار والانخراط فی التعلم لدى الطالبات المعلمات
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قراءات فی واقع بحوث التلعیب فی التعلیم متضمنات وتوصیات للبحوث المستقبلیة
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The development of educational game-based learning media in natural science subject for elementary school students
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Gamificação no ensino superior em ciência da computação: Uma revisão sistemática da literatura
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Tool-supported teaching of UML diagrams in software engineering education - A systematic literature review
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The influence of Quizziz-online gamification on learning engagement and outcomes in online English language teaching
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DEVELOPMENT AND EVALUATION OF AN ONLINE GAMIFIED ASSESSMENT ENVIRONMENT
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ELSA Speak Application as a Learning Media in Practicing Student’s Speaking Skills: Students’ Voices
inferred← citeshttps://doi.org/10.33407/itlt.v98i6.5242openalex-snapshot
THE COLLABORATIVE DESIGNING OF A PERSONALIZED HYBRID LMS USING A VIRTUAL MACHINE IN A CLOUD ENVIRONMENT
inferred← citeshttps://doi.org/10.3389/fpsyg.2023.1236297openalex-snapshot
The study on the effects of gamified interactive e-books on students’ learning achievements and motivation in a Chinese character learning flipped classroom
inferred← citeshttps://doi.org/10.3390/app12010220openalex-snapshot
Design, Development and Use of a Digital Badges System in Higher Education
inferred← citeshttps://doi.org/10.3390/app12157596openalex-snapshot
Introducing Personal Teaching Environment for Nontraditional Teaching Methods
inferred← citeshttps://doi.org/10.3390/app142110074openalex-snapshot
Enhancing Assessment Practices with Moodle: A Comprehensive Study on Teachers’ Use of Different Question Types and the Impact of FastTest PlugIn
inferred← citeshttps://doi.org/10.3390/computers10100132openalex-snapshot
Gamification as a Strategy to Increase Motivation and Engagement in Higher Education Chemistry Students
inferred← citeshttps://doi.org/10.3390/computers13030058openalex-snapshot
A Comparison between Online Quizzes and Serious Games: The Case of Friend Me
inferred← citeshttps://doi.org/10.3390/educsci16010159openalex-snapshot
Enhancing First-Year Mathematics Achievement Through a Complex Gamified Learning System
inferred← citeshttps://doi.org/10.3390/su131810163openalex-snapshot
The Effects of Gamified Flipped Learning Method on Student’s Innovation Skills, Self-Efficacy towards Virtual Physics Lab Course and Perceptions
inferred← citeshttps://doi.org/10.3390/su14042325openalex-snapshot
Game Elements towards More Sustainable Learning in Object-Oriented Programming Course
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inferred← citeshttps://doi.org/10.33965/el_ste2023_202303l002openalex-snapshot
DESIGN DIDACTIC ACTIVITIES USING GAMIFICATION: THE PERSPECTIVE OF TEACHERS
inferred← citeshttps://doi.org/10.33965/ijwi_2023210206openalex-snapshot
TEACHERS' STRATEGIES AND DIFFICULTIES IN DESIGNING GAMIFICATION ACTIVITIES
inferred← citeshttps://doi.org/10.4018/978-1-6684-4287-6.ch005openalex-snapshot
Gamified Learning Effectiveness Model
inferred← citeshttps://doi.org/10.4018/978-1-6684-8861-4.ch003openalex-snapshot
Use of Online Active Methodologies in Higher Education
inferred← citeshttps://doi.org/10.4018/978-1-7998-9660-9.ch015openalex-snapshot
Teaching Online EMI Mathematics Courses
inferred← citeshttps://doi.org/10.4018/jgim.350465openalex-snapshot
Influences of Leaderboard Direction on Learning Performance and Satisfaction in Gamified E-Learning
inferred← citeshttps://doi.org/10.46627/silet.v5i3.431openalex-snapshot
Factors Affecting Students’ Acceptance of Gamified Learning (SAGL)
inferred← citeshttps://doi.org/10.46743/2160-3715/2023.6102openalex-snapshot
A Qualitative Study on Malaysian Academics' Perceptions and Suggestions on Gamified Learning
inferred← citeshttps://doi.org/10.47553/rifop.v97i36.3.92641openalex-snapshot
Revisión Sistemática acerca del Efecto de la Ludificación de la Enseñanza en la Motivación de Estudiantes de Educación Superior
inferred← citeshttps://doi.org/10.4995/inred2019.2019.10467openalex-snapshot
Aplicación plural de herramientas para gamificar. Análisis y comparativa
inferred← citeshttps://doi.org/10.55777/rea.v15i30.4598openalex-snapshot
La gamificación como herramienta para dinamizar la evaluación continua en un máster universitario
inferred← citeshttps://doi.org/10.58837/chula.the.2021.450openalex-snapshot
การพฒนาโมไบลแอปพลเคชนชวยการเรยนภาษาทใชภาระงานเปนฐานและเกมฟเคชน เพอสงเสรมทกษะการเขยนภาษาองกฤษของนกเรยนมธยมศกษาตอนตน
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