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Design-based research: Putting a stake in the ground. Journal of the Learning Sciences, 13 1 , 1— Barata, G. Improving participation and learning with gamification. Berkling, K. Gamification of a software engineering course and a detailed analysis of the factors that lead to its failure.

Auer Ed. Bogost, I. Persuasive games: Exploitationware. Bransford, J. How people learn: Brain, mind, experience, and school. Brown, A. Creating zones of proximal development electronically. Goldman Eds. Mahwah: Lawrence Erlbaum Associates, Inc. Buckley, P. Gamification and student motivation.

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Interactive Learning Environments, 24 6 , — Burke, B. Gamify: How gamification motivates people to do extraordinary things. Brookline: Gartner, Inc. Caton, H. Rewards and penalties: A gamification approach for increasing attendance and engagement in an undergraduate computing module.

International Journal of Game-Based Learning, 4 3 , 1— Collins, A. The changing infrastructure of education.

Qualitative Sociology Review - Volume I Issue 1 - Tim J. Berard

Shulman Eds. San Francisco: Jossey-Bass. Design Research: Theoretical and Methodological Issues. Journal of the Learning Sciences, 13 1 , 15— Czerkawski, B. Designing deeper learning experiences for online instruction. Journal of Interactive Online Learning, 13 2 , 29— Factors at play in tertiary curriculum gamification. International Journal of Game-Based Learning, 3 2 , 1— Design-Based Research Collective Design-based research: An emerging paradigm for educational inquiry.

Educational Researcher, 32 1 , 5—8. Deterding, S. Lugmayr, H. Franssila, C. Hammouda Eds. Dicheva, D.

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Gamification in education: A systematic mapping study. Gamifying learning experiences: Practical implications and outcomes. Edelson, D. Design research: What we learn when we engage in design. Journal of the Learning Sciences, 11 1 , — Fullerton, T. Game design workshop: A playcentric approach to creating innovative games 3th ed. New York: Taylor and Francis. Haaranen, L. How not to introduce badges to online exercises.

Hamari, J. Does gamification work? A literature review of empirical studies on gamification. Sprague et al. Hanus, M. Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance.

Computers and Education, 80, — Kapp, K. The gamification of learning and instruction: Game-based methods and strategies for training and education. San Francisco: John Wiley. Landers, R. An empirical test of the theory of gamified learning: The effect of leaderboards on time-on-task and academic performance. Lee, J. Gamification in education: What, how, Why Bother?


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