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Adam Palmquist. (2023) Stakeholders’ design preferences for instructional gamification. Behaviour & Information Technology 0:0, pages 1-33.
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Samaan Al-Msallam, Nannan Xi & Juho Hamari. 2023. The Palgrave Handbook of Interactive Marketing. The Palgrave Handbook of Interactive Marketing
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Sumiyana Sumiyana, Faridiah Aghadiati Fajri, Muhammad Adlin Saputra & Caraka Hadi. (2022) Enhancing cognitive combat readiness: Gamers’ Behaviours concentrating on convergent learning style, tacit-latent, and kinetic-active knowledge acquisitions. Frontiers in Education 7.
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Se Young Kim, Hahyeon Park, Hongbum Kim, Joon Kim & Kyoungwon Seo. (2022) Technostress causes cognitive overload in high-stress people: Eye tracking analysis in a virtual kiosk test. Information Processing & Management 59:6, pages 103093.
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David Antonio Rosas, Daniel Burgos & Natalia Padilla-Zea. (2022) Improvement in educational performance through wearable-based flow predictive models. Improvement in educational performance through wearable-based flow predictive models.
Makenzie Keepers, Isabelle Nesbit, David Romero & Thorsten Wuest. (2022) Current state of research & outlook of gamification for manufacturing. Journal of Manufacturing Systems 64, pages 303-315.
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Nibu John Thomas, Rupashree Baral & Oliver S. Crocco. (2022) Gamification for HRD: Systematic Review and Future Research Directions. Human Resource Development Review 21:2, pages 198-224.
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Kyoungwon Seo, Joice Tang, Ido Roll, Sidney Fels & Dongwook Yoon. (2021) The impact of artificial intelligence on learner–instructor interaction in online learning. International Journal of Educational Technology in Higher Education 18:1.
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