Related Research

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Created on Jul 21, 2014

Katheryn R. Christy and Jesse Fox. "Leaderboards in a Virtual Classroom: A Test of Stereotype Threat and Social Comparison Explanations for Women's Math Performance" (restricted to qualifying UMN users; requires login). Computers & Education 78 (September 2014): 66–77.

Adrian Dominguez, Joseba Saenz-de-Navarrete, Luis de-Marcos, Luis Fernandez-Sanz, Carmen Pages, and Jose-Javier Martinez-Herraiz. "Gamifying Learning Experiences: Practical Implications and Outcomes" (restricted to qualifying UMN users; requires login). Computers & Education 63 (April 2013): 380–392.

James P. Gee. "Learning and Games" in Katie Salen (ed.), The Ecology of Games: Connecting Youth, Games, and Learning. Cambridge, MA: The MIT Press, 2008.

James P. Gee. What Video Games Have to Teach Us About Learning and Literacy. New York: Macmillan, 2007.

Michael D. Hanus and Jesse Fox. "Assessing the Effects of Gamification in the Classroom: A Longitudinal Study on Intrinsic Motivation, Social Comparison, Satisfaction, Effort, and Academic Performance" (restricted to qualifying UMN users; requires login). Computers & Education 80 (January 2015): 152–161.

Alexandru Iosup and Dick Epema. "An Experience Report on Using Gamification in Technical Higher Education." Paper presented at the 2014 ACM Special Interest Group on Computer Science Education Conference (03–08 March 2014) Atlanta, GA, USA.

Carolyn M. Jagacinskia and Oriel J. Strickland. "Task and Ego Orientation: The Role of Goal Orientations in Anticipated Affective Reactions to Achievement Outcomes" (restricted to qualifying UMN users; requires login). Learning and Individual Differences 12 (2000): 189–208.

Karl M. Kapp. The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education. San Francisco: Pfieffer, 2012.

Karl M. Kapp. The Gamification of Learning and Instruction Fieldbook: Ideas into Practice. San Francisco: Pfieffer, 2013.

Jonna Koivisto and Juho Hamari. "Demographic Differences in Perceived Benefits from Gamification" (restricted to qualifying UMN users; requires login). Computers in Human Behavior 35 (June 2014): 179–188.

Jane McGonigal. Reality is Broken: Why Games Make Us Better and How They Can Change the World. New York: Penguin, 2011.

Cristina Ioana Muntean. "Raising Engagement in E-Learning through Gamification." Paper presented at the 2011 International Conference on Virtual Learning (28–29 October 2011). Bucharest, Romania.

Katie Seaborn and Deborah I. Fels. "Gamification in Theory and Action: A Survey" (restricted to qualifying UMN users; requires login). International Journal of Human-Computer Studies 74 (February 2015): 14–31.