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The Interaction of Elements of Define Phase in Gamification in Accounting Education:Course Success, Classroom Engagement, User Types, Badges
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Outgoing claims: the papers this work cites, builds on, or argues with.
inferredcites →https://doi.org/10.1007/978-3-319-19632-9_9openalex-extracted
Influence of Gaming Activities on Cognitive Performances
inferredcites →https://doi.org/10.1007/978-3-642-39226-9_12openalex-extracted
Gamification of Education Using Computer Games
inferredcites →https://doi.org/10.1007/bf03032712openalex-extracted
Technology and student-centered learning in higher education: Issues and practices
inferredcites →https://doi.org/10.1007/s12528-017-9150-4openalex-extracted
Gamification: a systematic review of design frameworks
inferredcites →https://doi.org/10.1007/s12528-019-09228-9openalex-extracted
Comparing badges and learning goals in low- and high-stakes learning contexts
inferredcites →https://doi.org/10.1016/j.chb.2012.06.007openalex-extracted
A social gamification framework for a K-6 learning platform
inferredcites →https://doi.org/10.1016/j.chb.2015.08.048openalex-extracted
Towards understanding the effects of individual gamification elements on intrinsic motivation and performance
inferredcites →https://doi.org/10.1016/j.chb.2016.12.033openalex-extracted
How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction
inferredcites →https://doi.org/10.1016/j.chb.2018.09.022openalex-extracted
Applying gamifications to asynchronous online discussions: A mixed methods study
inferredcites →https://doi.org/10.1016/j.compedu.2012.12.020openalex-extracted
Gamifying learning experiences: Practical implications and outcomes
inferredcites →https://doi.org/10.1016/j.compedu.2014.08.019openalex-extracted
Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance
inferredcites →https://doi.org/10.1016/j.compedu.2014.11.004openalex-extracted
The wear out effect of a game-based student response system
inferredcites →https://doi.org/10.1016/j.compedu.2017.11.006openalex-extracted
To gamify or not to gamify? An experimental field study of the influence of badges on motivation, activity, and performance in an online learning course
inferredcites →https://doi.org/10.1016/j.compedu.2018.01.009openalex-extracted
Enhancing student learning experience with technology-mediated gamification: An empirical study
inferredcites →https://doi.org/10.1016/j.compedu.2018.02.007openalex-extracted
An exploratory study of student engagement in gamified online discussions
inferredcites →https://doi.org/10.1016/j.compedu.2019.103666openalex-extracted
Gamification in the classroom: Examining the impact of gamified quizzes on student learning
inferredcites →https://doi.org/10.1016/j.compedu.2020.103818openalex-extracted
The effect of using Kahoot! for learning – A literature review
inferredcites →https://doi.org/10.1016/j.compedu.2022.104484openalex-extracted
Digital badges affect need satisfaction but not frustration in males in higher education
inferredcites →https://doi.org/10.1016/j.compedu.2023.104744openalex-extracted
Open badges support goal setting and self-efficacy but not self-regulation in a hybrid learning environment
inferredcites →https://doi.org/10.1016/j.heliyon.2023.e13409openalex-extracted
The Study on Designed Gamified Mobile Learning Model to Assess Students’ Learning Outcome of Accounting Education
inferredcites →https://doi.org/10.1016/j.ijhcs.2014.09.006openalex-extracted
Gamification in theory and action: A survey
inferredcites →https://doi.org/10.1016/j.ijme.2023.100872openalex-extracted
Examining the fit between supply and demand of the accounting professional's competencies: A systematic literature review
inferredcites →https://doi.org/10.1016/j.jaccedu.2015.04.001openalex-extracted
Accounting education literature review (2013–2014)
inferredcites →https://doi.org/10.1016/j.jaccedu.2016.03.003openalex-extracted
Innovators or inhibitors? Accounting faculty resistance to new educational technologies in higher education
inferredcites →https://doi.org/10.1016/j.procs.2016.09.104openalex-extracted
Gamification in Education: A Board Game Approach to Knowledge Acquisition
inferredcites →https://doi.org/10.1016/j.rcsar.2016.11.001openalex-extracted
Adquisición de competencias a través de juegos serios en el área contable: un análisis empírico
inferredcites →https://doi.org/10.1037//1082-989x.2.3.292openalex-extracted
On the meaning and use of kurtosis.
inferredcites →https://doi.org/10.1037/t9999-98544-000openalex-extracted
Gamification User Types Hexad Scale
inferredcites →https://doi.org/10.1080/00031305.1986.10475415openalex-extracted
The Meaning of Kurtosis: Darlington Reexamined
inferredcites →https://doi.org/10.1080/03634523.2013.767917openalex-extracted
The Impact of Mobile Phone Usage on Student Learning
inferredcites →https://doi.org/10.1080/09639284.2021.1891107openalex-extracted
Games based learning in accounting education – which dimensions are the most relevant?
inferredcites →https://doi.org/10.1080/09639284.2024.2326009openalex-extracted
Improving retention while enhancing student engagement and learning outcomes using gamified mobile technology
inferredcites →https://doi.org/10.1080/10494820.2014.964263openalex-extracted
Gamification and student motivation
inferredcites →https://doi.org/10.1080/10494820.2019.1623267openalex-extracted
Exploring the impact of gamification on student engagement and involvement with e-learning systems
inferredcites →https://doi.org/10.1080/10494820.2021.1914113openalex-extracted
A comprehensive player types model: player head
inferredcites →https://doi.org/10.1080/15391523.2003.10782396openalex-extracted
Using Web-Based Computer Games to Meet the Demands of Today’s High-Stakes Testing
inferredcites →https://doi.org/10.1080/23311975.2023.2220198openalex-extracted
Challenges of education in the accounting profession in the Era 5.0: A systematic review
inferredcites →https://doi.org/10.1109/access.2021.3063986openalex-extracted
A Bibliometric Analysis of Gamification Research
inferredcites →https://doi.org/10.1109/icalt.2013.108openalex-extracted
Students' Perspectives on Badges in Educational Social Media Platforms: The Case of SAPO Campus Tutorial Badges
inferredcites →https://doi.org/10.1109/igic.2013.6659169openalex-extracted
Does activity in computer game play have an impact on creative behaviour?
inferredcites →https://doi.org/10.1109/tetc.2015.2497459openalex-extracted
Can Gamification Improve the Benefits of Student Response Systems in Learning? An Experimental Study
inferredcites →https://doi.org/10.1111/bjet.13335openalex-extracted
Using gamification to support learning in K‐12 education: A systematic literature review
inferredcites →https://doi.org/10.1111/jcal.12254openalex-extracted
Learning and engagement in a gamified course: I nvestigating the effects of student characteristics
inferredcites →https://doi.org/10.1145/1621841.1621859openalex-extracted
Applying game achievement systems to enhance user experience in a photo sharing service
inferredcites →https://doi.org/10.1145/3368308.3415393openalex-extracted
Do Badges Increase Student Engagement and Motivation?
inferredcites →https://doi.org/10.1145/3505270.3558372openalex-extracted
Work in Games: Exploring Player Experiences caused by In-game Activities
inferredcites →https://doi.org/10.11591/ijere.v11i3.22168openalex-extracted
Articulate Storyline 3 multimedia based on gamification to improve critical thinking skills and self-regulated learning
inferredcites →https://doi.org/10.1166/asl.2017.9564openalex-extracted
A Comparison of Students’ Performance in Gamification Approach versus Conventional Approach of Accounting Teaching and Learning
inferredcites →https://doi.org/10.1177/0013164490504001openalex-extracted
Tests for Normality and Measures of Skewness and Kurtosis: Their Place in Research Reporting
inferredcites →https://doi.org/10.1177/1046878114563660openalex-extracted
Developing a Theory of Gamified Learning
inferredcites →https://doi.org/10.1177/15554120231158625openalex-extracted
Gamification in Education: Why, Where, When, and How?—A Systematic Review
inferredcites →https://doi.org/10.1186/s41039-018-0078-8openalex-extracted
Students’ perception of Kahoot!’s influence on teaching and learning
inferredcites →https://doi.org/10.1186/s41239-020-00231-0openalex-extracted
Gamifying learning for learners
inferredcites →https://doi.org/10.14392/asaa.2019120305openalex-extracted
GAMIFICATION IN ACCOUNTING AND STUDENTS’ SKILLSET
inferredcites →https://doi.org/10.14445/22315381/ijett-v71i9p212openalex-extracted
Exploring the Impact of Gamification on Self-Directed Learning: A Study in an Online Learning Environment
inferredcites →https://doi.org/10.17569/tojqi.335956openalex-extracted
Gamification in Biology Teaching: A Sample of Kahoot Application
inferredcites →https://doi.org/10.18178/ijiet.2023.13.9.1954openalex-extracted
The Impact of Using the "Go-Chemist!" App on Students‘ Motivation to Learn Atomic Structure in Chemistry
inferredcites →https://doi.org/10.19030/ajbe.v5i1.6706openalex-extracted
Engaging Accounting Students: How To Teach Principles Of Accounting In Creative And Exciting Ways
inferredcites →https://doi.org/10.20961/ijie.v2i2.26244openalex-extracted
Kahoot!: Bring the Fun Into the Classroom!
inferredcites →https://doi.org/10.21125/iceri.2019.1822openalex-extracted
A LITERATURE REVIEW OF THE USE OF GAMIFICATION IN ACCOUNTING EDUCATION
inferredcites →https://doi.org/10.21449/ijate.379139openalex-extracted
The Turkish Adaptation Study of the Gamification User Types Hexad Scale
inferredcites →https://doi.org/10.21764/maeuefd.339909openalex-extracted
Oyunlaştırma, Eğitim ve Kuramsal Yaklaşımlar: Öğrenme Süreçlerinde Motivasyon, Adanmışlık ve Sürdürebilirlik
inferredcites →https://doi.org/10.22478/ufpb.2318-1001.2021v9n1.53512openalex-extracted
Usage of a Web-Based Student Response System (SRS) in the Classroom: An Analysis of Accounting Students’ Perception
inferredcites →https://doi.org/10.2308/jeta-51396openalex-extracted
A Model to Update Accounting Curricula for Emerging Technologies
inferredcites →https://doi.org/10.24191/smrj.v17i1.8140openalex-extracted
Students’ Motivation Level in Gamification of Accounting Teaching and Learning – A Case of ‘Accounting on the Block’
inferredcites →https://doi.org/10.24251/hicss.2017.155openalex-extracted
How to Gamify? A Method For Designing Gamification
inferredcites →https://doi.org/10.24385/lincoln.24327379openalex-extracted
Playful networks: measuring, analysing and understanding the social effects of game design
inferredcites →https://doi.org/10.2458/azu_itet_v3i2_listeropenalex-extracted
Gamification: The effect on student motivation and performance at the post-secondary level
inferredcites →https://doi.org/10.3102/1686773openalex-extracted
The Impact of Gamification in Educational Settings on Student Learning Outcomes: A Meta-Analysis
inferredcites →https://doi.org/10.34658/9788366741102.4openalex-extracted
Gamification in accounting education – evidence from logistic course experience
inferredcites →https://doi.org/10.4067/s0717-95022018000200716openalex-extracted
Let’s Kahoot! Anatomy
inferredcites →https://doi.org/10.4135/9780857021038.n3openalex-extracted
Experiential Learning Theory: A Dynamic, Holistic Approach to Management Learning, Education and Development
inferredcites →https://doi.org/10.54988/cv.2022.1.970openalex-extracted
La herramienta tecnológica kahoot como medio para fomentar el aprendizaje activo: un análisis sobre su impacto en la docencia en el Grado de Administración y Dirección de Empresas
inferredcites →https://doi.org/10.58299/edu.v16i17.127openalex-extracted
Aplicaciones educativas para la enseñanza: Caso de estudio Kahoot!
inferredcites →https://doi.org/10.5860/crln.73.8.8811openalex-extracted
Harnessing the power of game dynamics1: Why, how to, and how not to gamify the library experience
inferredcites →https://doi.org/10.1037/1082-989x.2.3.292openalex-snapshot
On the meaning and use of kurtosis.
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