How to provide competitors in educational gamification
The roles of competitor level and autonomous choice
Bibliographic Data
| ID | 21563101 |
|---|---|
| Authors | Yang Cao (0000-0003-1795-6474, Central China Normal University), Shao-Ying Gong (0000-0002-2062-6188, Central China Normal University, corresponding author), Yanqing Wang (0000-0002-5961-0482, Central China Normal University), Yan-Qing Wang, Quan Zheng (0000-0001-5053-5511, Central China Normal University), Zhen Wang (0000-0001-6729-2640, Henan University) |
| Year | 2023 |
| Volume | 138 |
| Pages | 107477 |
| Publication date | 2023-01-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Computers in Human Behavior (JOURNAL) |
| Journal identifiers | ISSN: 0747-5632 • E-ISSN: 1873-7692 |
| Publisher | Elsevier BV (PUBLISHER) |
| DOI | 10.1016/j.chb.2022.107477 |
| OpenAlex | W4295015832 |
| Language | EN |
| Citations received | 7 |
| References cited | 67 |
Autonomous learning · Autonomy · Business · Competitor analysis · Mathematics education · Political science · Education, Achievement, and Giftedness · Educational Games and Gamification · Motivation and Self-Concept in Sports · Psychology · Social Psychology · Marketing
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Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts
Assessing the effects of gamification in the classroom
Self-regulation through goal setting
A mobile gamification learning system for improving the learning motivation and achievements
The Psychology of Competition
The Gamification of Learning
Comparison processes in social judgment
A Motivational Model of Video Game Engagement
Gamification of task performance with leaderboards
Toward Meaningful Engagement
The Control-Value Theory of Achievement Emotions
Cumulative Ecological Risk and Problem Behaviors Among Adolescents in Secondary Vocational Schools
The effects of competition in digital game-based learning (DGBL)
Achievement appraisals, emotions and socio-cognitive processes
The impacts of real competition and virtual competition in digital game-based learning
Revealing the theoretical basis of gamification
Digital game-based L2 learning outcomes for primary through high-school students
From top to bottom
Digital badges affect need satisfaction but not frustration in males in higher education
Digital Game-Based Learning effectiveness assessment
Two decades of game concepts in digital learning environments – A bibliometric study and research agenda
Balancing cognitive complexity and gaming level
Effects of performance goal orientations on learning performance and in‐game performance in digital game‐based learning
More challenging or more achievable? The impacts of difficulty and dominant goal orientation in leaderboards within educational gamification
The interdependency of perceived task difficulty and the choice effect when learning with multimedia materials
Social Comparison
Development and validation of brief measures of positive and negative affect
Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being
Digital Game‐Based Learning
Relation of reward contingency and interpersonal context to intrinsic motivation
Social psychology of creativity
A social comparison theory meta-analysis 60+ years on
For better or worse
| Unique citing works | 7 |
|---|---|
| Citations per year | 3,5 |
| Citation span | 2024 - 2026 (3) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 7 |