Internet Learning Volume 4, Number 2, Fall 2015 | Page 102

Gamification Challenges and a Case Study in Online Learning Systems, June 5-8, 2013, Utrecht, The Netherlands. Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does Gamification Work?--A Literature Review of Empirical Studies on Gamification. Paper presented at the 2014 47th Hawaii International Conference on System Sciences (HICSS). Hori, Y., Tokuda, Y., Miura, T., Hiyama, A., & Hirose, M. (2013). Communication pedometer: a discussion of gamified communication focused on frequency of smiles. Paper presented at the Proceedings of the 4th Augmented Human International Conference. Hoffman, D. & Novak, T. (2009). Flow online: Lessons learned and future prospects. Journal of Interactive Marketing, 23(2009), 23-34. Huizinga, J. (1955) Homo ludens: a study in the play element in culture. Boston, MA: Beacon Press. Huotari, K., & Hamari, J. (2012). Defining gamification: a service marketing perspective. Paper presented at the Proceeding of the 16th International Academic MindTrek Conference. Igel, C., & Urquhart, V. (2012). Generation Z, meet cooperative learning. Middle School Journal, 43(4), 16-21. Retrieved from http://search.proquest.com/ docview/1282264478?accountid=8289 Lee, J. J., & Hammer, J. (2011). Gamification in education: What, how, why bother? Academic Exchange Quarterly, 15(2), 146. Li, W., Grossman, T., & Fitzmaurice, G. (2012). Gamicad: a gamified tutorial system for first time autocad users. Paper presented at the Proceedings of the 25th annual ACM symposium on User interface software and technology. Linehan, C., Kirman, B., Lawson, S., & Chan, G. (2011). Practical, appropriate, empiricallyvalidated guidelines for designing educational games. Paper presented at the Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. Liu, Y., Alexandrova, T., & Nakajima, T. (2011). Gamifying intelligent environments. Paper presented at the Proceedings of the 2011 international ACM workshop on Ubiquitous meta user interfaces. Massung, E., Coyle, D., Cater, K. F., Jay, M., & Preist, C. (2013). Using crowdsourcing to support pro-environmental community activism. Paper presented at the Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. Monterrat, B., Lavoué, É., & George, S. (2014). A Framework to Adapt Gamification in Learning Environments Open Learning and Teaching in Educational Communities (pp. 578-579): Springer Nicholson, S. (2012). A user-centered theoretical framework for meaningful gamification. Games+Learning+Society, 8, 1. Passos, E. B., Medeiros, D. B., Neto, P. A., & Clua, E. W. (2011). Turning real-world software development into a game. Paper presented at the 2011 Brazilian Symposium on Games and Digital Entertainment (SBGAMES). Posnick-Goodwin, S. (2010). Meet Generation Z. CTA Magazine, 14(5). Retrieved from http://www.cta.org/Professional- Development/Publications/Educator-Feb-10/ Meet- Generation-Z.aspx 101