The Social Sciences

Year: 2014
Volume: 9
Issue: 6
Page No. 437 - 441

Star Question: Gamification of a Reviewing Process Using Self-Setting Question and Game Mechanism in Undergraduate Education

Authors : SangkyunKim

References

Bunchball, 2010. Gamification 101: An introduction to the use of game dynamics White Paper, Bunchball Inc., October 2010.

Chan, T.S. and T.C. Ahern, 1999. Targeting motivation-adapting flow theory to instructional design. J. Educ. Comput. Res., 21: 151-163.
CrossRef  |  Direct Link  |  

Csikszentmihalyi, M., 1990. Flow: The Psychology of Optimal Experience. Harper and Row Publication, New York.

Kim, S. and F.I.S. Ko, 2013. Toward gamified classroom: Classification of engineering students based on the bartle's player types model. Int. J. Digital Content Technol. Applic., 7: 25-31.
CrossRef  |  Direct Link  |  

Kim, S., 2013. Effects of the gamified class in engineering education environments. J. Converg. Inform. Technol., 8: 253-260.
Direct Link  |  

Korhonen, H., M. Montola and J. Arrasvuori, 2009. Understanding playful user experience through digital games. Proceedings of International Conference on Designing Pleasurable Products and Interfaces, October 13-16, 2009, Compiegne University of Technology, Compiegne, France, pp: 274-285.

Papastergiou, M., 2009. Digital game-based learning in high school computer science education: Impact on educational effectiveness and student motivation. Comput. Educ., 52: 1-12.
CrossRef  |  Direct Link  |  

Singer, L. and K. Schneider, 2012. It was a bit of a race: Gamification of version control. Proceedings of the 2nd International Workshop on Games and Software Engineering, June 9, 2012, Zurich, pp: 5-8.

Design and power by Medwell Web Development Team. © Medwell Publishing 2024 All Rights Reserved