Gamified learning: Assessing the influence of leaderboards on online formative quizzes in a computer programming course
出版年份 2023 全文链接
标题
Gamified learning: Assessing the influence of leaderboards on online formative quizzes in a computer programming course
作者
关键词
-
出版物
COMPUTER APPLICATIONS IN ENGINEERING EDUCATION
Volume -, Issue -, Pages -
出版商
Wiley
发表日期
2023-11-02
DOI
10.1002/cae.22697
参考文献
相关参考文献
注意:仅列出部分参考文献,下载原文获取全部文献信息。- Quest-based learning and motivation in an EFL context
- (2022) Andrew Philpott et al. Computer Assisted Language Learning
- Leaderboards in a gamified EFL course: Student performance and motivation
- (2022) Andrew Philpott et al. COMPUTERS & EDUCATION
- Formative quizzes in the learning of sensors and transducers: Online vs. paper based
- (2022) Serkan Gurkan et al. COMPUTER APPLICATIONS IN ENGINEERING EDUCATION
- From top to bottom: How positions on different types of leaderboard may affect fully online student learning performance, intrinsic motivation, and course engagement
- (2021) Shurui Bai et al. COMPUTERS & EDUCATION
- Design and implementation of modular test equipment for process measurements in mechatronics education
- (2020) Süleyman Çeven et al. COMPUTER APPLICATIONS IN ENGINEERING EDUCATION
- The effect of challenge-based gamification on learning: An experiment in the context of statistics education
- (2020) Nikoletta-Zampeta Legaki et al. INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES
- Gamification in the classroom: Examining the impact of gamified quizzes on student learning
- (2019) Diana R. Sanchez et al. COMPUTERS & EDUCATION
- Implementing a theory-driven gamification model in higher education flipped courses: Effects on out-of-class activity completion and quality of artifacts
- (2018) Biyun Huang et al. COMPUTERS & EDUCATION
- The Greatest Battle is Within Ourselves: An Experiment on the Effects of Competition Alone on Task Performance
- (2018) Richard N. Landers et al. INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES
- A randomized, controlled trial of team-based competition to increase learner participation in quality-improvement education
- (2016) Charles D. Scales et al. INTERNATIONAL JOURNAL FOR QUALITY IN HEALTH CARE
- Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance
- (2015) Michael D. Hanus et al. COMPUTERS & EDUCATION
- Leaderboards in a virtual classroom: A test of stereotype threat and social comparison explanations for women's math performance
- (2014) Katheryn R. Christy et al. COMPUTERS & EDUCATION
- An empirical study comparing gamification and social networking on e-learning
- (2014) Luis de-Marcos et al. COMPUTERS & EDUCATION
- Gamification for Engaging Computer Science Students in Learning Activities: A Case Study
- (2014) Maria-Blanca Ibanez et al. IEEE Transactions on Learning Technologies
- Gamifying learning experiences: Practical implications and outcomes
- (2013) Adrián Domínguez et al. COMPUTERS & EDUCATION
Discover Peeref hubs
Discuss science. Find collaborators. Network.
Join a conversationAsk a Question. Answer a Question.
Quickly pose questions to the entire community. Debate answers and get clarity on the most important issues facing researchers.
Get Started