Internet Learning Volume 4, Number 2, Fall 2015 | Page 101

Internet Learning Paper presented at the Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments. Dichev, C., Dicheva, D., Angelova, G., & Agre, G. (2014). From Gamification to Gameful Design and Gameful Experience in Learning. Cybernetics And Information Technologies, 14(4). Domínguez, A., Saenz-de-Navarrete, J., De- Marcos, L., Fernández-Sanz, L., Pagés, C., & Martínez-Herráiz, J.-J. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers & Education, 63, 380-392. Downes-Le Guin, T., Baker, R., Mechling, J., & Ruylea, E. (2012). Myths and realities of respondent engagement in online surveys. International Journal of Market Research, 54(5), 1-21. Fitz-Walter, Z., Tjondronegoro, D., & Wyeth, P. (2011). Orientation passport: using gamification to engage university students. Paper presented at the Proceedings of the 23rd Australian Computer-Human Interaction Conference. Fitz-Walter, Z., Tjondronegoro, D., & Wyeth, P. (2012). A gamified mobile application for engaging new students at university orientation. Paper presented at the Proceedings of the 24th Australian Computer-Human Interaction Conference. Flatla, D. R., Gutwin, C., Nacke, L. E., Bateman, S., & Mandryk, R. L. (2011). Calibration games: making calibration tasks enjoyable by adding motivating game elements. Paper presented at the Proceedings of the 24th annual ACM symposium on User interface software and technology. Foster, J. A., Sheridan, P. K., Irish, R., & Frost, G. S. (2012). Gamification as a strategy for promoting deeper investigation in a reverse engineering activity. Paper presented at the American Society for Engineering Education. Frith, J. H. (2012). Constructing location, one check-in at a time: Examining the practices of foursquare users: North Carolina State University. Gnauk, B., Dannecker, L., & Hahmann, M. (2012). Leveraging gamification in demand dispatch systems. Paper presented at the Proceedings of the 2012 Joint EDBT/ICDT Workshops. Goehle, G. (2013). Gamification and webbased homework. Primus, 23(3), 234-246. Grant, S., & Betts, B. (2013). Encouraging user behaviour with achievements: an empirical study. Paper presented at the 2012 Third International Conference on Mining Software Repositories (MSR). Hakulinen, L., Auvinen, T., & Korhonen, A. (2013). Empirical study on the effect of achievement badges in TRAKLA2 online learning environment. Paper presented at the Learning and Teaching in Computing and Engineering (LaTiCE), 2013. Hamari, J. (2013). Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service. Electronic commerce research and applications, 12(4), 236-245. Hamari, J., & Koivisto, J. (2013). Social motivations to use gamification: an empirical study of gamifying exercise. Proceedings of the European Conference on Information 100