Publication Date
| In 2026 | 0 |
| Since 2025 | 0 |
| Since 2022 (last 5 years) | 1 |
| Since 2017 (last 10 years) | 1 |
| Since 2007 (last 20 years) | 1 |
Descriptor
| Accounting | 1 |
| Classification | 1 |
| Cognitive Style | 1 |
| Electronic Learning | 1 |
| Gamification | 1 |
| Learner Engagement | 1 |
| Learning Activities | 1 |
| Student Experience | 1 |
| Student Motivation | 1 |
| Student Participation | 1 |
Source
| ProQuest LLC | 1 |
Author
| Annetta R. Dolowitz | 1 |
Publication Type
| Dissertations/Theses -… | 1 |
Education Level
Audience
Location
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
How Does a Motivational Gamification Typology Describe Learner Participation in Gamified Activities?
Annetta R. Dolowitz – ProQuest LLC, 2024
Since 2010, gamification, a concept and practice, gained attention in academic research. Results of its effectiveness were mixed and often lacked the use of grounded models or frameworks. Dichev et al. (2019b) proposed the existence of demotivational factors and highlighted two distinct sets of motivational drivers--one linked to game elements and…
Descriptors: Student Participation, Student Motivation, Gamification, Learning Activities

Direct link
