References
- Ahmad, A., Zeshan, F., Khan, M., Marriam, R., Ali, A., & Samreen, A. (2020). The impact of gamification on learning outcomes of computer science majors. ACM Transactions on Computing Education, 20(2), 1-25.
- Andrade, F. R., Mizoguchi, R., & Isotani, S. (2016). The bright and dark sides of gamification. Intelligent Tutoring Systems, 9864, 176-186.
- Auvinen, T., Hakulinen, L., & Malmi, L. (2015). Increasing students' awareness of their behavior in online learning environments with visualizations and achievement badges. IEEE Transactions on Learning Technologies, 8(3), 261-273. https://doi.org/10.1109/TLT.2015.2441718
- Balci, S., Secaur, J. M., & Morris, B. J. (2022). Comparing the effectiveness of badges and leaderboards on academic performance and motivation of students in fully versus partially gamified online physics classes. Education and Information Technologies, 27(6), 8669-8704. https://doi.org/10.1007/s10639-022-10983-z
- Barata, G., Gama, S., Jorge, J., & Goncalves, D. (2014). Identifying student types in a gamified learning experience. International Journal of Game-Based Learning, 4(4), 19-36. https://doi.org/10.4018/ijgbl.2014100102
- Baydas, O., & Cicek, M. (2019). The examination of the gamification process in undergraduate education: A scale development study. Technology, Pedagogy and Education, 28(3), 269-285. https://doi.org/10.1080/1475939x.2019.1580609
- Bernik, A., Bubas, G., & Radosevic, D. (2015). A pilot study of the influence of gamification on the effectiveness of an e-Learning course. 26th Central European Conference on Information and Intelligent Systems (CECIIS 2015), 73-79.
- Cakiroglu, U., & Guler, M. (2021). Enhancing statistical literacy skills through real life activities enriched with gamification elements: An experimental study. E-Learning and Digital Media, 18(5), 441-459. https://doi.org/10.1177/2042753020987016
- Chans, G. M., & Portuguez Castro, M. (2021). Gamification as a strategy to increase motivation and engagement in higher education chemistry students. Computers, 10(10), 132. https://doi.org/10.3390/computers10100132
- Chen, C.-C., Huang, C., Gribbins, M., & Swan, K. (2018). Gamify online courses with tools built into your learning management system (LMS) to enhance self-determined and active learning. Online Learning, 22(3), 41-54.
- Christy, K. R., & Fox, J. (2014). Leaderboards in a virtual classroom: A test of stereotype threat and social comparison explanations for women's math performance. Computers & Education, 78, 66-77. https://doi.org/10.1016/j.compedu.2014.05.005
- Cohen, J. (2013). Statistical power analysis for the behavioral sciences. Taylor and Francis.
- Crabtree, J., & Rutland, A. (2001). Self-evaluation and social comparison amongst adolescents with learning difficulties. Journal of Community & Applied Social Psychology, 11(5), 347-359. https://doi.org/10.1002/casp.634
- Denny, P., McDonald, F., Empson, R., Kelly, P., & Petersen, A. (2018). Empirical support for a causal relationship between gamification and learning outcomes. Proceedings of the 2018 CHI conference on human factors in computing systems, 1-13.
- Dichev, C., & Dicheva, D. (2017). Gamifying education: What is known, what is believed and what remains uncertain: A critical review. International Journal of Educational Technology in Higher Education, 14(1), 9. https://doi.org/10.1186/s41239-017-0042-5
- Ding, L. (2019). Applying gamifications to asynchronous online discussions: A mixed methods study. Computers in Human Behavior, 91(February), 1-11. https://doi.org/10.1016/j.chb.2018.09.022
- Dominguez, A., Saenz-de-Navarrete, J., de-Marcos, L., Fernandez-Sanz, L., Pages, C., & Martinez-Herraiz, J.-J. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers & Education, 63, 380-392. https://doi.org/10.1016/j.compedu.2012.12.020
- Fanfarelli, J. R., & McDaniel, R. (2019). Designing effective digital badges: Applications for learning. Routledge.
- Festinger, L. (1954). A theory of social comparison processes. Human Relations, 7(2), 117-140. https://doi.org/10.1177/001872675400700202
- Furdu, I., Tomozei, C., & Kose, U. (2017). Pros and cons gamification and gaming in classroom. Broad Research in Artificial Intelligence and Neuroscience, 8(2), 56-62.
- Ghasia, M., Machumu, H., & de Smet, E. (2019). Micro-credentials in higher education institutions: An exploratory study of its place in Tanzania. The International Journal of Education and Development Using Information and Communication Technology, 15(1), 219-230.
- Goosby, C. L. (2020). Using Digital Badges to Impact First Grade Math Achievement: A Quasi-experimental Study of Digital Badges and the North Carolina Early Numeracy Skills Indicators (Publication No. 28318393) [doctoral dissertation, Northcentral University] PQDT Open.
- Goudeau, S., Sanrey, C., Stanczak, A., Manstead, A., & Darnon, C. (2021). Why lockdown and distance learning during the COVID-19 pandemic are likely to increase the social class achievement gap. Nature Human Behaviour, 5(10), 1273-1281. https://doi.org/10.1038/s41562-021-01212-7
- Greitzer, F. L., Kuchar, O. A., & Huston, K. (2007). Cognitive science implications for enhancing training effectiveness in a serious gaming context. Journal on Educational Resources in Computing, 7(3), 2. https://doi.org/10.1145/1281320.1281322
- Gunduz, A. Y., & Akkoyunlu, B. (2020). Effectiveness of gamification in flipped learning. SAGE Open, 10(4), 215824402097983. https://doi.org/10.1177/2158244020979837
- Hakulinen, L., & Auvinen, T. (2014). The effect of gamification on students with different achievement goal orientations. Proceedings of the 2014 international conference on teaching and learning in computing and engineering, Kuching, Malaysia, 9-16.
- Hakulinen, L., Auvinen, T., & Korhonen, A. (2015). The effect of achievement badges on students' behavior: An empirical study in a university- level computer science course. International Journal of Emerging Technologies in Learning, 10(1), 18-30. https://doi.org/10.3991/ijet.v10i1.4221
- Hamari, J. (2017). Do badges increase user activity? A field experiment on the effects of gamification. Computers in Human Behavior, 71, 469-478. https://doi.org/10.1016/j.chb.2015.03.036
- Hanus, M. D., & Fox, J. (2015). 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, 152-161. https://doi.org/10.1016/j.compedu.2014.08.019
- Heinert, S. W., Quasim, N., Ollmann, E., Socarras, M., & Suarez, N. (2021). Engaging youth through digital badges to promote health in underserved communities. Health promotion practice, 22(5), 631-637. https://doi.org/10.1177/1524839920934798
- Foon, H. K., & Ki, L. C. (2019). Using digital badges and leader-boards in primary school math lessons: Beneficial or merely new wine in old bottles?. In W. Ma, W. Chan & C. Cheng (Eds.), Shaping the future of education, communication and technology. Educational communications and technology yearbook (pp. 71-90). Springer.
- Higgins, J. P. T., Thompson, S. G., Deeks, J. J., & Altman, D. G. (2003). Measuring inconsistency in meta-analyses. British Medical Journal, 327(7414), 557-560. https://doi.org/10.1136/bmj.327.7414.557
- Homer, R., Hew, K. F., & Tan, C. Y. (2018). Comparing digital badges-and-points with classroom token systems: Effects on elementary school ESL students' classroom behavior and English learning. Journal of Educational Technology & Society, 21(1), 137-151.
- Huang, B., & Hew, K. F. (2015). Do points, badges and leaderboard increase learning and activity: A quasi-experiment on the effects of gamification. Proceedings of the 23rd International Conference on Computers in Education, China, 275-280.
- Huang, R., Ritzhaupt, A. D., Sommer, M., Zhu, J., Stephen, A., Valle, N., Hampton, J., & Li, J. (2020). The impact of gamification in educational settings on student learning outcomes: A meta-analysis. Educational Technology Research and Development, 68(4), 1875-1901. https://doi.org/10.1007/s11423-020-09807-z
- Jagust, T., Boticki, I., & So, H.-J. (2018). Examining competitive, collaborative and adaptive gamification in young learners' math learning. Computers & Education, 125, 444-457. https://doi.org/10.1016/j.compedu.2018.06.022
- Jensen, J. C., Lee, E. A., & Seshia, S. A. (2013). Virtualizing cyber-physical systems: Bringing CPS to online education. Proceedings of the First Workshop on CPS Education (CPS-Ed), 1-5.
- Kapsalis, G. D., Galani, A., & Tzafea, O. (2020). Kahoot! as a formative assessment tool in foreign language learning: A case study in greek as an L2. Theory and Practice in Language Studies, 10(11), 1343-1350. https://doi.org/10.17507/tpls.1011.01
- Kivunja, C. (2014). Theoretical perspectives of how digital natives learn. International Journal of Higher Education, 3(1), 94-109.
- Kim, J., & Castelli, D. M. (2021). Effects of gamification on behavioral change in education: A meta-analysis. International Journal of Environmental Research and Public Health, 18(7), 3550. https://doi.org/10.3390/ijerph18073550
- Kim, J. T., & Lee, W. H. (2015). Dynamical model for gamification of learning (DMGL). Multimedia Tools and Applications, 74(19), 8483-8493. https://doi.org/10.1007/s11042-013-1612-8
- Kim, J., & Kim, S. (2018). A comparative study on the differences in cultural attributes of gamification between Korea and Austria. Journal of the Korea Industrial Information Systems Research, 23(1), 109-122.
- Kusuma, G. P., Wigati, E. K., Utomo, Y., & Suryapranata, L. K. (2018). Analysis of gamification models in education using MDA framework. Procedia Computer Science, 135, 385-392. https://doi.org/10.1016/j.procs.2018.08.187
- Kyewski, E., & Kramer, N. C. (2018). To gamify or not to gamify? An experimental field study of the influence of badges on motivation, activity, and performance in an online learning course. Computers & Education, 118(1), 25-37. https://doi.org/10.1016/j.compedu.2017.11.006
- Lam, Y. W., Hew, K. F., & Chiu, K. F. (2018). Improving argumentative writing: Effects of a blended learning approach and gamification. Language learning & technology, 22(1), 97-118.
- Landers, R. N., Bauer, K. N., & Callan, R. C. (2017). Gamification of task performance with leaderboards: A goal setting experiment. Computers in Human Behavior, 71, 508-515. https://doi.org/10.1016/j.chb.2015.08.008
- Legaki, N. Z., Xi, N., Hamari, J., Karpouzis, K., & Assimakopoulos, V. (2020). The effect of challenge-based gamification on learning: An experiment in the context of statistics education. International Journal of Human-Computer Studies, 144, 102496. https://doi.org/10.1016/j.ijhcs.2020.102496
- Looyestyn, J., Kernot, J., Boshoff, K., Ryan, J., Edney, S., & Maher, C. (2017). Does gamification increase engagement with online programs? A systematic review. PloS One, 12(3), e0173403. https://doi.org/10.1371/journal.pone.0173403
- Mah, D. K. (2016). Learning analytics and digital badges: Potential impact on student retention in higher education. Technology, Knowledge and Learning, 21(3), 285-305. https://doi.org/10.1007/s10758-016-9286-8
- Manzano-Leon, A., Camacho-Lazarraga, P., Guerrero, M. A., Guerrero-Puerta, L., Aguilar-Parra, J. M., Trigueros, R., & Alias, A. (2021). Between level up and game over: A systematic literature review of gamification in education. Sustainability, 13(4), 2247. https://doi.org/10.3390/su13042247
- Margolis, H., & Mccabe, P. P. (2006). Improving self-efficacy and motivation: What to do, what to say. Intervention in School and Clinic, 41(4), 218-227. https://doi.org/10.1177/10534512060410040401
- Maslow, A. H. (1954). Motivation and Personality. Harper & Row Publishers.
- Mazarakis, A., & Brauer, P. (2022). Gamification is working, but which one exactly? Results from an experiment with four game design elements. International Journal of Human-Computer Interaction, 1-16.
- McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. Penguin Press.
- Mekler, E. D., Bruhlmann, F., Tuch, A. N., & Opwis, K. (2017). Towards understanding the effects of individual gamification elements on intrinsic motivation and performance. Computers in Human Behavior, 71, 525-534. https://doi.org/10.1016/j.chb.2015.08.048
- Morris, B. J., Dragovich, C., Todaro, R., Balci, S., & Dalton, E. (2019). Comparing badges and learning goals in low- and high-stakes learning contexts. Journal of Computing in Higher Education, 31(3), 573-603. https://doi.org/10.1007/s12528-019-09228-9
- Newby, T. J., & Cheng, Z. (2020). Instructional digital badges: Effective learning tools. Educational Technology Research and Development, 68(3), 1053-1067. https://doi.org/10.1007/s11423-019-09719-7
- Nieto-Escamez, F. A., & Roldan-Tapia, M. D. (2021). Gamification as online teaching strategy during COVID-19: A mini-review. Frontiers in Psychology, 12, 648552. https://doi.org/10.3389/fpsyg.2021.648552
- Ongoro, C. A., & Mwangoka, J. W. (2019). Effects of digital games on enhancing language learning in Tanzanian preschools. Knowledge Management & E-Learning, 11(3), 325-344.
- Ozdener, N. (2018). Gamification for enhancing Web 2.0 based educational activities: The case of pre-service grade school teachers using educational Wiki pages. Telematics and Informatics, 35(3), 564-578. https://doi.org/10.1016/j.tele.2017.04.003
- Poondej, C., & Lerdpornkulrat, T. (2019). Gamification in e-learning: A Moodle implementation and its effect on student engagement and performance. Interactive Technology and Smart Education, 17(1), 56-66. https://doi.org/10.1108/itse-06-2019-0030
- Pursell, D. P. (2009). Adapting to student learning styles: Engaging students with cell phone technology in organic chemistry instruction. Journal of Chemical Education, 86(10), 1219. https://doi.org/10.1021/ed086p1219
- Ritzhaupt, A. D., Huang, R., Sommer, M., Zhu, J., Stephen, A., Valle, N., Hampton, J., & Li, J. (2021). A meta-analysis on the influence of gamification in formal educational settings on affective and behavioral outcomes. Educational Technology Research and Development, 69(5), 2493-2522. https://doi.org/10.1007/s11423-021-10036-1
- 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/10.1016/j.chb.2016.12.033
- Sailer, M., & Homner, L. (2020). The gamification of learning: A meta-analysis. Educational Psychology Review, 32(1), 77-112. https://doi.org/10.1007/s10648-019-09498-w
- Sailer, M., & Sailer, M. (2021). Gamification of inclass activities in flipped classroom lectures. British Journal of Educational Technology, 52(1), 75-90. https://doi.org/10.1111/bjet.12948
- Saleem, A. N., Noori, N. M., & Ozdamli, F. (2021). Gamification applications in E-learning: A literature review. Technology, Knowledge and Learning, 27, 1-21.
- Sarkar, N., Ford, W., & Manzo, C. (2017). Engaging digital natives through social learning. Systemics, Cybernetics and Informatics, 15(2), 1-4.
- Schardt, C., Adams, M. B., Owens, T., Keitz, S., & Fontelo, P. (2007). Utilization of the PICO framework to improve searching PubMed for clinical questions. BMC medical informatics and decision making, 7(1), 1-6. https://doi.org/10.1186/1472-6947-7-1
- Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of Human-Computer Studies, 74, 14-31. https://doi.org/10.1016/j.ijhcs.2014.09.006
- Silpasuwanchai, C., Ma, X., Shigemasu, H., & Ren, X. (2016). Developing a comprehensive engagement framework of gamification for reflective learning. Proceedings of the 2016 ACM Conference on Designing Interactive Systems, 459-472.
- Stetson-Tiligadas, S. M. (2016). The impact of digital achievement badges on undergraduate learner motivation (Publication No. 10037460) [Doctoral dissertation, Capella University] PQDT Open.
- Strmecki, D., Bernik, A., & Radosevic, D. (2015). Gamification in E-learning: Introducing gamified design elements into E-learning Systems. Journal of Computer Science, 11(12), 1108-1117. https://doi.org/10.3844/jcssp.2015.1108.1117
- Tahir, F., Mitrovic, A., & Sotardi, V. (2022). Investigating the causal relationships between badges and learning outcomes in SQL-Tutor. Research and Practice in Technology Enhanced Learning, 17(1), 7. https://doi.org/10.1186/s41039-022-00180-4
- Teasley, S. D. (2017). Student facing dashboards: One size fits all?. Technology, Knowledge and Learning, 22(3), 377-384. https://doi.org/10.1007/s10758-017-9314-3
- Tsay, C. H.-H., Kofinas, A., & Luo, J. (2018). Enhancing student learning experience with technology-mediated gamification: An empirical study. Computers & Education, 121, 1-17. https://doi.org/10.1016/j.compedu.2018.01.009
- Turan, Z., Avinc, Z., Kara, K., & Goktas, Y. (2016). Gamification and education: Achievements, cognitive loads, and views of students. International journal of emerging technologies in learning, 11(7).
- Uanhoro, J., & Young, S. S. (2022). Investigation of the effect of badges in the online homework system for undergraduate general physics course. Education Sciences, 12(3), 217. https://doi.org/10.3390/educsci12030217
- Ugur-Erdogmus, F., & Cakir, R. (2022). Effect of gamified mobile applications and the role of player types on the achievement of students. Journal of Educational Computing Research, 60(4), 1063-1080. https://doi.org/10.1177/07356331211065679
- Uz Bilgin, C., & Gul, A. (2019). Investigating the effectiveness of gamification on group cohesion, attitude, and academic achievement in collaborative learning environments. TechTrends, 64(1), 124-136. https://doi.org/10.1007/s11528-019-00442-x
- Von Stumm, S. (2017). Socioeconomic status amplifies the achievement gap throughout compulsory education independent of intelligence. Intelligence, 60, 57-62. https://doi.org/10.1016/j.intell.2016.11.006
- Watson-Huggins, J. (2018). An experimental study on the effects of a gamified software intervention in mathematics achievement among sixth grade students (Publication No. 13820081) [Doctoral dissertation, Nova Southeastern University]. PQDT Open.
- Werbach, K., & Hunter, D. (2012). For the win: How game thinking can revolutionize your business. Wharton School Press.
- Xu, J., Lio, A., Dhaliwal, H., Andrei, S., Balakrishnan, S., Nagani, U., & Samadder, S. (2021). Psychological interventions of virtual gamification within academic intrinsic motivation: A systematic review. Journal of Affective Disorders, 293, 444-465. https://doi.org/10.1016/j.jad.2021.06.070
- Zainuddin, Z. (2018). Students' learning performance and perceived motivation in gamified flipped-class instruction. Computers & Education, 126, 75-88. https://doi.org/10.1016/j.compedu.2018.07.003
- Zhou, T., Hu, Z., Zhou, Z., Guo, X., & Sha, J. (2013). Genome-wide analysis of human hotspot intersected genes highlights the roles of meiotic recombination in evolution and disease. BMC Genomics, 14(1).
- Zimmerling, E., Hollig, C. E., Sandner, P. G., & Welpe, I. M. (2019). Exploring the influence of common game elements on ideation output and motivation. Journal of Business Research, 94, 302-312. https://doi.org/10.1016/j.jbusres.2018.02.030
- Zichermann, G., & Cunningham, C. (2011). Gamification by design: Implementing game mechanics in web and mobile apps. O'Reilly Media, Inc.