|
AlMarshedi, A., Wills, G. B., Wanick, V., & Ranchhod, A. (2015). SGI: A Framework for Increasing the Sustainability of Gamification Impact. Retrieved from http://www.infonomics-society.org/IJI/A%20Framework%20for%20Increasing%20the%20Sustainability%20of%20Gamification%20Impact.pdf AL-Smadi, M. (2015). GAMEDUCATION: Using Gamification Techniques to Engage Learners in Online Learning. In M. Ebner, K. Erenli, R. Malaka, J. Pirker, & A. E. Walsh (Eds.), Immersive Education (Vol. 486, pp. 85–97). Cham: Springer International Publishing. Retrieved from http://link.springer.com/10.1007/978-3-319-22017-8_8 Ašeriškis, D., & Damaševičius, R. (2014). Gamification of a project management system. In Proc. of Int. Conf. on Advances in Computer-Human Interactions (ACHI2014) (pp. 200–207). Citeseer. Retrieved from http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.671.5005&rep=rep1&type=pdf Bagozzi, R. P., & Yi, Y. (1988). On the evaluation of structural equation models. Journal of the Academy of Marketing Science, 16(1), 74–94. Barclay, M. J., & Smith, C. W. (1995). The maturity structure of corporate debt. The Journal of Finance, 50(2), 609–631. Choi, J., Mogami, T., & Medalia, A. (2010). Intrinsic Motivation Inventory: An Adapted Measure for Schizophrenia Research. Schizophrenia Bulletin, 36(5), 966–976. http://doi.org/10.1093/schbul/sbp030 Christy Pettey, & Rob van der Meulen. (2011). Gartner Predicts Over 70 Percent of Global 2000 Organisations Will Have at Least One Gamified Application by 2014. Gartner, Inc. Retrieved from http://www.gartner.com/newsroom/id/1844115 Csikszentmihalyi, M. (1974). Flow: Studies of enjoyment. University of Chicago. Dahl, R. (2012). Node. js: Evented I/O for V8 JavaScript. URL: Https://www. Nodejs. Org. Deci, E. L., & Ryan, R. M. (2006). Basic psychological needs scale. Retrieved January, 9th. Deci, E. L., & Ryan, R. M. (2011). Self-determination theory. Handbook of Theories of Social Psychology, 1, 416–433. Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: defining gamification. In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (pp. 9–15). ACM. Retrieved from http://dl.acm.org/citation.cfm?id=2181040 Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2010). Gamification in Education: A Systematic Mapping Study. Retrieved from http://www.researchgate.net/profile/Darina_Dicheva/publication/270273830_Gamification_in_Education_A_Systematic_Mapping_Study/links/54c95c4b0cf2807dcc262a1c.pdf Doglio, F. (2015). Pro REST API Development with Node.js. Berkeley, CA: Apress. Retrieved from http://link.springer.com/10.1007/978-1-4842-0917-2 Express - Node.js web application framework. (2016). Retrieved from http://expressjs.com/ Exton, G., & Murray, L. (2014). Motivation: a proposed taxonomy using gamification. Retrieved from http://ulir.ul.ie/handle/10344/4279 Fenton, B. W. (2015, July 24). The Best Learning Management Systems (LMS) for 2015. Retrieved November 5, 2015, from http://www.pcmag.com/article2/0,2817,2488347,00.asp Fogg, B. (2009). Proceedings of the 4th International Conference on Persuasive Technology. New York, NY: ACM. Retrieved from http://dl.acm.org/citation.cfm?id=1541948 Fogg, B. J. (2009). A behavior model for persuasive design. In Proceedings of the 4th international Conference on Persuasive Technology (p. 40). ACM. Fornell, C., & Larcker, D. F. (1981). Evaluating structural equation models with unobservable variables and measurement error. Journal of Marketing Research, 39–50. Gruber, J. (2004). Markdown: A text-to-HTML conversion tool for Web writers. Hair, J. F., Anderson, R. E., Tatham, R. L., & Black, W. C. (1998). Multivariate data analysis, 5th. NY: Prentice Hall International. Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 80, 152–161. http://doi.org/10.1016/j.compedu.2014.08.019 Haverbeke, M. (2011). Codemirror. Online] http://codemirror. net. Haviv, A. Q. (2014). MEAN web development. Birmingham: Packt Publ. Havlena, M. (2015). Development of cross-platform cloud application with AngularJS and NodeJS. Faculty of Informatics, Masaryk University, Brno. Hunicke, R., LeBlanc, M., & Zubek, R. (2004). MDA: A formal approach to game design and game research. In Proceedings of the AAAI Workshop on Challenges in Game AI (Vol. 4). Retrieved from http://www.aaai.org/Papers/Workshops/2004/WS-04-04/WS04-04-001.pdf Huotari, K., & Hamari, J. (2012). Defining gamification: a service marketing perspective. In Proceeding of the 16th International Academic MindTrek Conference (pp. 17–22). ACM. Retrieved from http://dl.acm.org/citation.cfm?id=2393137 Jones, M., & Hardt, D. (2012). The oauth 2.0 authorization framework: Bearer token usage. Kim, A. J. (2010). Designing the player journey. Retrieved September, 30, 2013. Kline, R. B. (1998). Methodology in the social sciences. Principles and practice of structural equation modeling. New York: Guilford Press. Kumar, J. (2013). Gamification at work: Designing engaging business software. Springer. Retrieved from http://link.springer.com/chapter/10.1007/978-3-642-39241-2_58 Laurence Goasduff, & Christy Pettey. (2011, April 12). Gartner Says By 2015, More Than 50 Percent of Organizations That Manage Innovation Processes Will Gamify Those Processes. Retrieved November 14, 2015, from http://www.gartner.com/newsroom/id/1629214 Mawas, N. E., Oubahssi, L., & Laforcade, P. (2015). A meta-model based approach for identifying and formalizing LMS instructional design languages. In Collaboration Technologies and Systems (CTS), 2015 International Conference on (pp. 159–166). IEEE. Retrieved from http://ieeexplore.ieee.org/xpls/abs_all.jsp?arnumber=7210416 Mekler, E. D., Brühlmann, F., Opwis, K., & Tuch, A. N. (2013). Do points, levels and leaderboards harm intrinsic motivation?: an empirical analysis of common gamification elements (pp. 66–73). ACM Press. http://doi.org/10.1145/2583008.2583017 Monterrat, B., Lavoué, É., & George, S. (2015). Toward an Adaptive Gamification System for Learning Environments. In S. Zvacek, M. T. Restivo, J. Uhomoibhi, & M. Helfert (Eds.), Computer Supported Education (Vol. 510, pp. 115–129). Cham: Springer International Publishing. Retrieved from http://link.springer.com/10.1007/978-3-319-25768-6_8 Nicholson, S. (2012). A user-centered theoretical framework for meaningful gamification. Games+ Learning+ Society, 8(1). Retrieved from http://www.quilageo.com/wp-content/uploads/2013/07/Framework-for-Meaningful-Gamifications.pdf Nicholson, S. (2015). A recipe for meaningful gamification. In Gamification in Education and Business (pp. 1–20). Springer. Retrieved from http://link.springer.com/chapter/10.1007/978-3-319-10208-5_1 Nikos Andriotis. (2014, May 7). Gamification Survey Results. Retrieved from http://www.talentlms.com/blog/gamification-survey-results/ Nunally, J. C., & Bernstein, I. H. (1994). Psychometric theory, 3rd. New Yokr: Mcgraw-Hill. Nunnelly 2nd, J. N. (1978). Psychometric theory 2nd ed. New York: McGraw-Hill. Pedreira, O., García, F., Brisaboa, N., & Piattini, M. (2015). Gamification in software engineering – A systematic mapping. Information and Software Technology, 57, 157–168. http://doi.org/10.1016/j.infsof.2014.08.007 Photonstorm. (2016). Phaser - A fast, fun and free open source HTML5 game framework. Retrieved from http://phaser.io/ Reeve, J. (2009). Understanding motivation and emotion (5th ed). Hoboken, NJ: John Wiley & Sons. Rosenfeld, L., & Morville, P. (2002). Information architecture for the world wide web. O’Reilly Media, Inc. Ruhi, U. (2015). Level Up Your Strategy: Towards a Descriptive Framework for Meaningful Enterprise Gamification. Technology Innovation Management Review, 5(8), 5. Suh, A., Wagner, C., & Liu, L. (2015). The Effects of Game Dynamics on User Engagement in Gamified Systems (pp. 672–681). IEEE. http://doi.org/10.1109/HICSS.2015.87 Unger, R., & Chandler, C. (2012). A Project Guide to UX Design: For user experience designers in the field or in the making. New Riders. W3C. (2015). w3c/web-of-things-framework. Retrieved November 11, 2015, from https://github.com/w3c/web-of-things-framework Weiser, P., Bucher, D., Cellina, F., & De Luca, V. (2015). A taxonomy of motivational affordances for meaningful gamified and persuasive technologies. ICT for Sustainability (ICT4S). Retrieved from http://www.atlantis-press.com/php/download_paper.php?id=25836175 Wendel, S. (2013). Designing for Behavior Change: Applying Psychology and Behavioral Economics. O’Reilly Media, Inc. Wood, L. (2015, November 11). Global Education Gamification Market: Research Report 2015-2019 - Market to Grow at a CAGR of 64.34% with Badgeville, Bunchball, Gigya, Kuato Studios & Lithium Technologies Dominating. Retrieved November 11, 2015, from http://globenewswire.com/news-release/2015/11/11/786258/0/en/Global-Education-Gamification-Market-Research-Report-2015-2019-Market-to-Grow-at-a-CAGR-of-64-34-with-Badgeville-Bunchball-Gigya-Kuato-Studios-Lithium-Technologies-Dominating.html Zichermann, G., & Cunningham, C. (2011). Gamification by design: Implementing game mechanics in web and mobile apps. O’Reilly Media, Inc. 仲川薫, 須田亨, 善方日出夫, & 松本啓太. (2001). ウェブサイトユーザビリティアンケート評価手法の開発. 第 10 回ヒューマンインターフェース学会紀要, 421, 424. 藍怡珊. (2015, September 2). 遊戲式學習證照考試訓練新模式. Retrieved November 14, 2015, from http://money.udn.com/money/story/5723/1157743
|