Используемые источники
Deterding Sebastian, Dixon Dan, Khaled Rilla, & Nacke Lennart. (2011). From Game Design Elements to Gamefulness: Defining “Gamification.” Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments. , 9–15.
Fui-Hoon Nah, F., Zeng, Q., Rajasekhar Telaprolu, V., Padmanabhuni Ayyappa, A., & Eschenbrenner, B. (2014). Gamification of Education: A Review of Literature. International Conference on Hci in Business, 8527, 401–409. www.curatr.co.uk
Lopez, C. E., & Tucker, C. S. (2019). The effects of player type on performance: A gamification case study. Computers in Human Behavior, 91, 333–345. https://doi.org/10.1016/j.chb.2018.10.005
Luo, Z. (2022). Gamification for educational purposes: What are the factors contributing to varied effectiveness? Education and Information Technologies, 27(1), 891–915. https://doi.org/10.1007/s10639-021-10642-9
Markopoulos, A. P., Fragkou, A., Kasidiaris, P. D., & Davim, J. P. (2015). Gamification in engineering education and professional training. International Journal of Mechanical Engineering Education, 43(2), 118–131. https://doi.org/10.1177/0306419015591324
O’Donovan, S., Gain, J., & Marais, P. (2013). A case study in the gamification of a university-level games development course. ACM International Conference Proceeding Series, 242–251. https://doi.org/10.1145/2513456.2513469
Papadakis Stamatiosand Kalogiannakis, M. (2018). Using Gamification for Supporting an Introductory Programming Course. The Case of ClassCraft in a Secondary Education Classroom. In E. and V. N. Brooks Anthony L.and Brooks (Ed.), Interactivity, Game Creation, Design, Learning, and Innovation (pp. 366–375). Springer International Publishing.
Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of Human Computer Studies, 74, 14–31. https://doi.org/10.1016/j.ijhcs.2014.09.006
Tondello, G. F., Wehbe, R. R., Diamond, L., Busch, M., Marczewski, A., & Nacke, L. E. (2016). The gamification user types Hexad scale. CHI PLAY 2016 - Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 229–243. https://doi.org/10.1145/2967934.2968082
Villagrasa, S., Fonseca, D., Redondo, E., & Duran, J. (2014). Teaching case of gamification and visual technologies for education. Journal of Cases on Information Technology, 16(4), 38–57. https://doi.org/10.4018/jcit.2014100104
Zichermann G., & Cunningham C. (2011). Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps. www.it-ebooks.info