Agapito, J. L., Martinez, J. C., & Casano, J. D. (2014). Xiphias: A Competitive Classroom Control System to Facilitate the Gamification of Academic Evaluation of Novice C++ Programmers. Conference: International Symposium on Computing for Education, Ateneo de Naga University, DOI: 10.13140/RG.2.1.4575.1122.
Appiahene, P., Asante, G., Kesse-Yaw, B., & Acquah-Hayfron, J. (2017, October). Raising students programming skills using appiahene gamification model. In ECGBL 2017 11th European Conference on Game-Based Learning (pp. 14-21). Academic Conferences and publishing limited.
Attali, Y. & Arieli-Attali, M. (2015). Gamification in assessment: Do points affect test performance? Computers & Education, 83(April 2015), 2-32.
Barata, G., Gama, S., Jorge, J., & Gonçalves, D. (2013, October). Improving participation and learning with gamification. In Proceedings of the First International Conference on Gameful Design, Research, and Applications (pp. 10-17). ACM
Bartel, A., & Hagel, G. (2016, April). Gamifying the learning of design patterns in software engineering education. In 2016 IEEE Global Engineering Education Conference (EDUCON) (pp. 74-79). IEEE.
Bicen, H., & Kocakoyun, S. (2018). Perceptions of students for gamification approach: Kahoot as a case study. International Journal of Emerging Technologies in Learning (iJET), 13(02), 72-93.
Birch, H. (2013). Motivational Effects of Gamification of Piano Instruction and Practice (Doctoral dissertation, University of Toronto). A thesis submitted in conformity with the requirements for the degree of Master of Arts Graduate Department of Curriculum, Teaching and Learning.
Bunchball, I. (2010). Gamification 101: An introduction to the use of game dynamics to influence behavior. White paper, 9.
Catania, A., & Harnad, S. E. (1988). The selection of behavior: The operant behaviorism of BF Skinner: Comments and consequences. Cambridge University Press.
Chaffer, J. (2009). Learning JQuery 1.3: Better Interaction and Web Development with Simple JavaScript Techniques. Packt Publishing Ltd.
Challco, G. C., Mizoguchi, R., Bittencourt, I. I., & Isotani, S. (2015). Gamification of collaborative learning scenarios: Structuring persuasive strategies using game elements and ontologies. In International Workshop on Social Computing in Digital Education (pp. 12-28). Springer, Cham.
Chou, Y. K. (2013). Octalysis: Complete gamification framework. Yu-Kai Chou & Gamification.
Cottrell, S. (1999). The study skills handbook. London. Macmillan press.
Deterding, S., & Dixon D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining “gamification.” In MindTrek’11: Proceedings of the 15 th International Academic MindTrek Conference: Envision Future Media Environments, September, Tampere, Finland. New York: ACM.
Deterding, S. (2013). Gameful design for learning. T + D. 67 (7), 60-63.
Elgazzar, A. E. (2014). Developing E-Learning Environments for Field Practitioners and Developmental Researchers: A Third Revision of an ISD Model to Meet E-Learning and Distance Learning Innovations. Open Journal of Social Sciences, 2(02), 29-37.
Eugenio Jr, F. C., & Ocampo, A. J. T. (2019). Assessing Classcraft as an Effective Gamification App based on Behaviorism Learning Theory. In Proceedings of the 2019 8th International Conference on Software and Computer Applications (pp. 325-329).
Fain, Y. (2007). Teaching Kids Programming. ViorelChihai,
(online).
Flores, J. F. F. (2015). Using Gamification to Enhance Second Language Learning. Digital Education Review. (27), 32-54.
Glover, I. (2013). Play as you learn: gamification as a technique for motivating learners.
Ghergulescu, I., & Muntean, H. (2010). MoGAME: Motivation based Game Level Adaptation Mechanism
Gu, P., & Lee, Y. (2019). Promoting Students’ Motivation and Use of SRL Strategies in the Web-Based Mathematics Learning Environment. Journal of Educational Technology Systems, 47(3), 391-410.
Halloluwa, T., Vyas, D., Usoof, H., & Hewagamage, K. P. (2018). Gamification for development: a case of collaborative learning in Sri Lankan primary schools. Personal and Ubiquitous Computing, 22(2), 391-407.
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.
Jagušt, T., Botički, I., & So, H. J. (2018). Examining competitive, collaborative and adaptive gamification in young learners' math learning. Computers & Education, 125, 444-457.
Kapp, K. M. (2013). The gamification of learning and instruction fieldbook: Ideas into practice. John Wiley & Sons.
Kapp, K. M., Blair, L. & Mesch, R. (2014) The Gamification of Learning and Instruction Fieldbook: Theory into Practice. New York: John Wiley & Sons.
Katre, D. (2007). Why young children become crazy gamer?.
Journalof Human computer Interactions Vistas.
Kumar, B., & Khurana, P. (2012). Gamification in education-learn computer programming with fun. International Journal of Computers and Distributed Systems, 2(1), 46-53.
Landers, R. N., & Landers, A. K. (2014). An empirical test of the theory of gamified learning: the effect of leaderboards on time-on-task and academic performance. Simulation & Gaming, 45(6), 769-785. doi:10.1177/1046878114563662.
Landers, R. N., & Armstrong, M. B. (2017). Enhancing instructional outcomes with gamification: An empirical test of the Technology-Enhanced Training Effectiveness Model. Computers in Human Behavior, 71, 499-507.
Li, C., Dong, Z., Untch, R., & Chasteen, M. (2013). Engaging Computer Science Students through Gamification in an Online Social Network Based Collaborative Learning Environment. international Journal of Information and Education Technology,.3(1).
Liu, S. H. J., & Lan, Y. J. (2016). Social constructivist approach to web-based EFL learning: Collaboration, motivation, and perception on the use of Google docs. Journal of Educational Technology & Society, 19(1).
Matallaoui, A. (2018). Towards more effective gamification: Does deploying semiotics help design better perceivable badges?. In 2018 4th International Conference on Computer and Technology Applications (ICCTA) (pp. 131-135). IEEE.
Mekler, E. D., Brühlmann, F., Opwis, K., & Tuch, A. N.(2013). Disassembling gamification: the effects of points and meaning on user motivation and performance. In CHI'13 Extended Abstracts on Human Factors in Computing Systems (pp. 1137-1142). ACM.
Meske, C., Brockmann, T., Wilms, K., & Stieglitz, S. (2017). Social collaboration and gamification. In Gamification (pp. 93-109). Springer, Cham.
Michaud, C. (2007). Scratch is a programming Language for
Kids, Elanso.
Molinillo, S., Aguilar-Illescas, R., Anaya-Sánchez, R., & Vallespín-Arán, M. (2018). Exploring the impacts of interactions, social presence and emotional engagement on active collaborative learning in a social web-based environment. Computers & Education, 123, 41-52.
Mozelius, P., Collin, J., & Olsson, M. (2015, June). Visualisation and gamification of e-Learning-Attitudes among course participants. In International Conference on e-Learning (p. 227). Academic Conferences International Limited.
Musei, I.(2002). Effective of Using Educational Game on the Motivation of EFL tenth grade learners. An-Najah National university.
Ong, M. (2013). Gamification and its effect on employee engagement and performance in a perceptual diagnosis task.
Osmani, A. (2012). Learning JavaScript Design Patterns: A JavaScript and jQuery Developer's Guide. " O'Reilly Media, Inc.".
Osipov, I. V., Volinsky, A. A., Nikulchev, E., & Prasikova, A. Y. (2015). Study of gamification effectiveness in online e-learning systems. International Journal of Advanced Computer Science and Applications, 6(2), 71-77.
Papadakis, S., & Kalogiannakis, M. (2017). Using Gamification for Supporting an Introductory Programming Course. The Case of Class Craft in a Secondary Education Classroom. In Interactivity, Game Creation, Design, Learning, and Innovation (pp. 366-375). Springer, Cham.
Park, N. (2013). Application and Analysis of STEAM using education programming language in elementary school. International Information Institute, Tokyo. Information, 16(10), 7311-7324.
Robbins, J. N. (2012). Learning web design: A beginner's guide to HTML, CSS, JavaScript, and web graphics. " O'Reilly Media, Inc.".
Rouse, K. E. (2013). Gamification in science education: The relationship of educational games to motivation and achievement.74, p116.
Saggah, a., Campion, r., & Stanier, c. (2018). An investigation of the role of the teacher in gamified learning in primary schools. Edulearn18 Proceedings, 2018, 7700-7708.
Su, C. H. (2015). The effects of students' motivation, cognitive load and learning anxiety in gamification software engineering education: a structural equation modeling study. Multimedia Tools and Applications, New York, 1-24.
Swacha, J., & Muszyńska, K. (2016). Design patterns for gamification of work. In Proceedings of the Fourth International Conference on Technological Ecosystems for Enhancing Multiculturality (pp. 763-769). ACM.
Tu, C. H., Sujo-Montes, L. E., & Yen, C. J. (2015). Gamification for learning. In Media rich instruction (pp. 203-217). Springer, Cham.
Urh, M., Vukovic, G., & Jereb, E. (2015). The model for introduction of gamification into e-learning in higher education. Procedia-Social and Behavioral Sciences, 197, 388-397.
Wang, M., Cheng, B., Chen, J., Mercer, N., & Kirschner, P. A. (2017). The use of web-based collaborative concept mapping to support group learning and interaction in an online environment. The Internet and Higher Education, 34, 28-40.
Werbach, K., & Hunter, D. (2012). The gamification toolkit. Dynamics, mechanics and components for the win. Pennsylvania: Wharton Digital Press.
Werbach, K. (2014). (Re) Defining Gamification: A Process Approach. In Persuasive Technology (pp. 266-272). Springer International Publishing.
Yamamoto, R., Yoshino, T., & Sonehara, N. (2015). Gamification Effect of Collection System for Digital Photographs with Geographic Information which Utilizes Land Acquisition Game. In Human-Computer Interaction: Interaction Technologies (pp. 649-659). Springer International Publishing.