EDF5772 Assignment 2: Part 6 References

October 09, 2022  •  Leave a Comment

References

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Landers, R., Tondello, G., Kappen, D., Collmus, A., Mekler, E., & Nacke, L. (2019). Defining gameful experience as a psychological state caused by gameplay: Replacing the term ‘Gamefulness’ with three distinct constructs. Int. J. Hum.-Comput. Stud., 127(C), 81–94. https://doi.org/10.1016/j.ijhcs.2018.08.003

Landers, R. N. (2014). Developing a Theory of Gamified Learning:Linking Serious Games and Gamification of Learning. Simulation & Gaming, 45(6), 752-768. https://doi.org/10.1177/1046878114563660

Landers, R. N., Collmus, A. B., & Williams, H. (2019). The greatest battle is within ourselves: An experiment on the effects of competition alone on task performance. International Journal of Human-Computer Studies, 127, 51-61. https://doi.org/https://doi.org/10.1016/j.ijhcs.2018.09.011

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Sailer, M., Hense, J. U., Mayr, S. K., & Mandl, H. (2017). How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Computers in Human Behavior, 69, 371-380. https://doi.org/https://doi.org/10.1016/j.chb.2016.12.033

Stoyanova, M., Tuparova, D., & Samardzhiev, K. (2018). Impact of Motivation, Gamification and Learning Style on Students’ Interest in Maths Classes – A Study in 11 High School Grade. In M. E. Auer, D. Guralnick, & I. Simonics, Teaching and Learning in a Digital World Cham.

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