2017
DOI: 10.1016/j.compedu.2016.11.009
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Individualising gamification: An investigation of the impact of learning styles and personality traits on the efficacy of gamification using a prediction market

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Cited by 229 publications
(187 citation statements)
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References 31 publications
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“…Most of the relationships that were observed were statistically relevant, and most empirical articles show the following main relationships: motivation has a positive influence on perceived learning (Attali & Arieli-Attali, 2015;Buckley & Doyle, 2017;C.-H. Chen et al, 2016;de-Marcos et al, 2016;Filsecker & Hickey, 2014;Gennari et al, 2017;Hanus & Fox, 2015;Ibanez, Di-Serio, & Delgado-Kloos, 2014;Simões et al, 2013), attitudes (Codish & Ravid, 2015;Domínguez et al, 2014;Hanson-Smith, 2016;Kuo & Chuang, 2016;Mekler et al, 2017;Schoech et al, 2013), and flow (Ahmed & Sutton, 2017;Betts et al, 2013;Browne et al, 2014; OPEN ACCESS Cózar-Gutiérrez & Sáez-López, 2016;Ding et al, 2017;Hamari et al, 2016). In turn, flow has a positive influence on perceived learning (Ahmed & Sutton, 2017;Betts et al, 2013;Hamari et al, 2016), attitudes (Browne et al, 2014;Ding et al, 2017;Zamora & Aranda, 2017), and motivation (Ahmed & Sutton, 2017;Betts et al, 2013;Browne et al, 2014;Hamari et al, 2016).…”
Section: Relationships Among Constructsmentioning
confidence: 98%
See 1 more Smart Citation
“…Most of the relationships that were observed were statistically relevant, and most empirical articles show the following main relationships: motivation has a positive influence on perceived learning (Attali & Arieli-Attali, 2015;Buckley & Doyle, 2017;C.-H. Chen et al, 2016;de-Marcos et al, 2016;Filsecker & Hickey, 2014;Gennari et al, 2017;Hanus & Fox, 2015;Ibanez, Di-Serio, & Delgado-Kloos, 2014;Simões et al, 2013), attitudes (Codish & Ravid, 2015;Domínguez et al, 2014;Hanson-Smith, 2016;Kuo & Chuang, 2016;Mekler et al, 2017;Schoech et al, 2013), and flow (Ahmed & Sutton, 2017;Betts et al, 2013;Browne et al, 2014; OPEN ACCESS Cózar-Gutiérrez & Sáez-López, 2016;Ding et al, 2017;Hamari et al, 2016). In turn, flow has a positive influence on perceived learning (Ahmed & Sutton, 2017;Betts et al, 2013;Hamari et al, 2016), attitudes (Browne et al, 2014;Ding et al, 2017;Zamora & Aranda, 2017), and motivation (Ahmed & Sutton, 2017;Betts et al, 2013;Browne et al, 2014;Hamari et al, 2016).…”
Section: Relationships Among Constructsmentioning
confidence: 98%
“…The analysis showed the existence of cause-effect relationships among various constructs, most of which were statistically significant. Table 1 Relationships among gamification's construct Authors Constructs MOT FLO ATT PLE (Ding, Kim, & Orey, 2017;Zamora & Aranda, 2017) X X X X (Browne, Anand, & Gosse, 2014) X X X (Ahmed & Sutton, 2017;Betts, Bal, & Betts, 2013;Hamari et al, 2016) X X X (Adukaite et al, 2017;Birch & Woodruff, 2017;Borras-Gene, Martinez-Nunez, & Fidalgo-Blanco, 2016;de-Marcos, Garcia-Cabot, & Garcia-Lopez, 2017;Domínguez et al, 2013;Hakulinen, Auvinen, & Korhonen, 2015;Hew, Huang, Chu, & Chiu, 2016;Kirillov, Vinichenko, Melnichuk, Melnichuk, & Vinogradova, 2016;Landers & Landers, 2014;Seixas, Gomes, & de Melo Filho, 2016;Su & Cheng, 2015) X X X ( (Alabbasi, 2017;Attali & Arieli-Attali, 2015;Buckley & Doyle, 2017;Bustillo, Rivera, Guzman, & Acosta, 2017;Cadavid & Montoya Gómez, 2015;Cakiroglu, Basibuyuk, Guler, Atabay, & Memis, 2017;Carenys et al, 2017;C.-H. Chen, Liu, & Hwang, 2016;Cheong, Filippou, & Cheong, 2014;Chubarkova, Sadchikov, Suslova, Tsaregorodtsev, & Milova, 2016;Chun, Youm, & Oh, 2015;de-Marcos et al, 2016;Dias, 2017;Evans, 2016;Fernandez-Mesa, Olmos-Penuela, & Alegre, 2016;Garcia Gaitero, Costa Roman, & Real Garcia, 2016;…”
Section: Relationships Among Constructsmentioning
confidence: 99%
“…Like any other educational method, gamification also has both supporters and opponents, "as the practice of game learning has outpaced researchers' understanding of its mechanisms and methods; knowledge of how to gamify activities according to the specifics of the educational context is still limited" [10].…”
Section: Advances In Economics Business and Management Research Volmentioning
confidence: 99%
“…Deterding (2011) definira igrifikacijo kot »uporabo igralnih elementov za spodbujanje vedenja uporabnikov v ne igralnih kontekstih«. Igrifikacijo lahko razumemo tudi kot zbirko orodij, ki se lahko uporablja za doseganje želenega vedenja (Buckley & Doyle, 2017). Z igrifikacijo si prizadevamo za izboljšanje sodelovanja med uporabniki, večjo motiviranost in uspešnost pri opravljanju določenih nalog in sicer z vključevanjem mehanike iger in drugih elementov, ki naredijo neko nalogo bolj privlačno (Pedreira & drugi, 2015).…”
Section: Igreunclassified