Proceedings of the 50th Hawaii International Conference on System Sciences (2017) 2017
DOI: 10.24251/hicss.2017.017
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Reaching beyond the Classroom through the Use of Push Notifications

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Cited by 2 publications
(2 citation statements)
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“…The importance of users reflects this section by supporting the argument of the inclusion of learners in the gamification design (Kallookaran & Robra-Bissantz, 2016). This argument explains the success and failure of gamification systems.…”
Section: Theme Iii: Gamification In Education and Impactsupporting
confidence: 54%
See 1 more Smart Citation
“…The importance of users reflects this section by supporting the argument of the inclusion of learners in the gamification design (Kallookaran & Robra-Bissantz, 2016). This argument explains the success and failure of gamification systems.…”
Section: Theme Iii: Gamification In Education and Impactsupporting
confidence: 54%
“…Research in this subcategory primary concerns the effects of gamification on learners and instructors; and examines the impact of gamification on users such as their attitudes (acceptance of game elements in education), emotions, learning, cognitive belief and behavior, and the impact on their learning performance (Cheong et al., 2014). Others studies focus on the effect of a gamified activity on learning (Cheong et al., 2013a); students’ learning outcomes (Marshburn & Henry, 2013); coordination and interconnection (Kallookaran & Robra-Bissantz, 2016), and students motivation (Cheong et al., 2013b; Mekler et al., 2013; Su & Cheng, 2015). From the perspective of educationists, others examined whether gamification leads to an increase or decreased participation and engagement (e.g., Cheong et al., 2013a, 2013b; Freeman & Freeman, 2013; Kokkinaki et al., 2015).…”
Section: Theme Iii: Gamification In Education and Impactmentioning
confidence: 99%