2020
DOI: 10.1080/1475939x.2020.1801495
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Design of gamified asynchronous online discussions

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Cited by 9 publications
(13 citation statements)
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“…To further emphasize, language learning using game-like approaches can be exploited as a potential learning tool to arouse students' motivation, strengthen engagement, and consequently improve their learning quality (Poondej & Lerdpornkulrat, 2016;Yaccob & Yunus, 2019;Ding et al, 2020;Vargas-Macias, Rodriguez-Hernandez, & Sanchez-Saenz, 2020;Pham et al, 2021). For example, Antonaci, Klemke, and Specht (2019) have discussed the deployment of game components in Massive Open Online Course (MOOC) and found that it could increase students' engagement.…”
Section: Literature Review the Application Of Gamified Learning In Es...mentioning
confidence: 99%
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“…To further emphasize, language learning using game-like approaches can be exploited as a potential learning tool to arouse students' motivation, strengthen engagement, and consequently improve their learning quality (Poondej & Lerdpornkulrat, 2016;Yaccob & Yunus, 2019;Ding et al, 2020;Vargas-Macias, Rodriguez-Hernandez, & Sanchez-Saenz, 2020;Pham et al, 2021). For example, Antonaci, Klemke, and Specht (2019) have discussed the deployment of game components in Massive Open Online Course (MOOC) and found that it could increase students' engagement.…”
Section: Literature Review the Application Of Gamified Learning In Es...mentioning
confidence: 99%
“…In any case, English is often considered dull and challenging to be acquired but could be exciting when fun approaches are implemented (Rahmani, 2020;Rafiq, Pazilah, Yunus, Hashim, & Sabri, 2019b (Desnenko, Pakhomova, Starostina, & Tokareva, 2021;Pektas & Kepceoglu, 2019). Gamification and gamebased learning are slightly different (Ding, Kim, & Orey, 2020), since gamification uses game design components in a non-game context, whereas the latter refers to the use of actual games (Welbers et al, 2019;Sanchez-Mena & Marti-Parreno, 2017). In the ESL classroom, gamified learning tools are used in softcopy and hardcopy to improve students' English proficiency (Rafiq et al, 2019a).…”
Section: Introductionmentioning
confidence: 99%
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“…Therefore, this paper aims to explore whether gamification and the flow experience leads to deepening learners' comprehension of PI, compared with traditional pedagogical methods. In addition, a freight transportation game (serious game) is introduced, which features a variety of key factors, such as positive reinforcement (Ding et al, 2020), clear and relevant goal (Chen et al, 2019), immediate feedback (Ryan and Deci, 2020), guided paths (Klock et al, 2020), etc.…”
Section: Gamification Psychology and Behavior Effectsmentioning
confidence: 99%
“…In addition, badges and awards are given to students who accomplished assignments or activities abiding by the rules and within the timeframe. Progress bar, levels, challenges, and avatars can be added to increase motivation and reinforce learning (Pakinee & Puritat, 2021;Ding et al, 2020;Puritat, 2019).…”
Section: Leveraging Gamification Elements During the Pandemicmentioning
confidence: 99%