2014
DOI: 10.1007/978-3-319-07221-0_47
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Gamification of Joint Student/System Control over Problem Selection in a Linear Equation Tutor

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Cited by 49 publications
(40 citation statements)
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“…At university level, 1 study has reported results involving graduate students (Nevin et al, 2014), while at K-12 level, 3 studies have reported results involving elementary school students (Boticki, Baksa, Seow, & Looi, 2015;Simoes, Mateus, Redondo, & Vilas, 2015; , 2 studies have reported results involving middle school students (Attali & Arieli-Attali, 2015;Long & Aleven, 2014 ) and 2 studies have reported results involving high school students (Davis & Klein, 2015;Paiva, Barbosa, Batista, Pimentel, & Bittencourt, 2015). A possible explanation of this disproportion is that perhaps it is easier for college instructors to experiment with using gamification in their own courses.…”
Section: What Educational Level Is Targeted?mentioning
confidence: 99%
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“…At university level, 1 study has reported results involving graduate students (Nevin et al, 2014), while at K-12 level, 3 studies have reported results involving elementary school students (Boticki, Baksa, Seow, & Looi, 2015;Simoes, Mateus, Redondo, & Vilas, 2015; , 2 studies have reported results involving middle school students (Attali & Arieli-Attali, 2015;Long & Aleven, 2014 ) and 2 studies have reported results involving high school students (Davis & Klein, 2015;Paiva, Barbosa, Batista, Pimentel, & Bittencourt, 2015). A possible explanation of this disproportion is that perhaps it is easier for college instructors to experiment with using gamification in their own courses.…”
Section: What Educational Level Is Targeted?mentioning
confidence: 99%
“…Another interesting observation is the low proportion of studies on gamifying STEM disciplines, excluding CS/IT and mathematics, where reinforcement of motivation is particularly beneficial: only two out of thirty two (Bonde et al, 2014) and . Anderson, Nash, & McCauley, 2015;Auvinen, Hakulinen, & Malmi, 2015;Bernik, Bubaš, & Radošević, 2015;Hakulinen, Auvinen, & Korhonen, 2015;Herbert, Charles, Moore, & Charles, 2014;Ibanez, Di Serio, & Delgado-Kloos, 2014;Knutas, Ikonen, Maggiorini, Ripomonti, & Porras, 2014a;Knutas, Ikonen, Nikula, & Porras, 2014b;Krause, Mogalle, Pohl, & Williams, 2015;Laskowski & Badurowicz, 2014;Leach, Laur, Code, Bebbington, & Broome, 2014;Lehtonen, Aho, Isohanni, & Mikkonen, 2015;Poole, Kemp, Patterson, & Williams, 2014;Sillaots, 2014;Sillaots, 2015;Smith, Herbert, Kavanagh, & Reidsema, 2014;Tvarozek & Brza, 2014) Math 5 (10%) (Attali & Arieli-Attali, 2015 a ;Christy & Fox, 2014;Long & Aleven, 2014;Paiva et al, 2015 a ; Pedro, Lopes, Prates, Vassileva, & Isotani, 2015b) a Multimedia/ Communication 6 (12%) (Barata, Gama, Jorge, & Gonçalves, 2014;Hanus & Fox, 2015;Holman et al, 2015;Jang, Park, & Yi, 2015;Leach et al, 2014;Utomo & Santoso, 2015) Medicine/Biology/ Psychology 5 (10%) (Bonde et al, 2014;Landers & Landers, 2015;Nevin et al, 2014;Pettit, McCoy, Kinney, & Schwartz, 2015; a Languages 4 (8%) ...…”
Section: What Subjects Are Gamified?mentioning
confidence: 99%
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