2015
DOI: 10.1016/j.chb.2014.11.078
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Group-based mobile learning: Do group size and sharing mobile devices matter?

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Cited by 58 publications
(38 citation statements)
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“…More precisely, basic psychological literature demonstrates that individuals are intrinsically motivated to fulfill activities that satisfy their basic psychological needs (Deci and Ryan 2000). However, our results indicate, that intrinsically motivating gamification elements might be more effective because elements such as levels or status clearly visualize the individual progress of LMS users (Melero et al 2015).…”
Section: Rq 22: Which Gamification Elements Would Users Of Lmss Combmentioning
confidence: 67%
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“…More precisely, basic psychological literature demonstrates that individuals are intrinsically motivated to fulfill activities that satisfy their basic psychological needs (Deci and Ryan 2000). However, our results indicate, that intrinsically motivating gamification elements might be more effective because elements such as levels or status clearly visualize the individual progress of LMS users (Melero et al 2015).…”
Section: Rq 22: Which Gamification Elements Would Users Of Lmss Combmentioning
confidence: 67%
“…Furthermore, extrinsic motivation can be stimulated by the avoidance of punishment. With regard to this, gamification elements such as level, goals, status, and leaderboard encourage intrinsic motivation (Attali and Areli-Attali 2015;Hanus and Fox 2015;Melero et al 2015;Passos et al 2011), whereas elements such as points, badges, and virtual goods encourage extrinsic motivation (Attali and Areli-Attali 2015;Bunchball 2010;Hamari 2013). Considering the meaning of motivation, many research studies find positive effects of gamification in motivating system users to regularly use the system (Bedwell et al 2012;Demetrovics et al 2011;Lee et al 2013;Shang and Lin 2013;Sigala 2015).…”
Section: Gamificationmentioning
confidence: 99%
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“…In the meantime, [152] analyzes the effects of sharing a mobile device within groups and their performance at indoor location-based learning activity. In order to explore such effects, the authors design a game, called "QuesTInSitu: The Game", to support a learning activity in a contemporary art museum.…”
Section: Domain Studiesmentioning
confidence: 99%
“…Interaction Elements Bonus performance within the game (Melero et al 2015). A virtual character accompanies a user throughout the use of a system; he is the representation of the user (Christy and Fox 2014).…”
Section: Mechanicsmentioning
confidence: 99%