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Dan Dixon
Dan Dixon
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Zitiert von
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From game design elements to gamefulness: defining" gamification"
S Deterding, D Dixon, R Khaled, L Nacke
Proceedings of the 15th international academic MindTrek conference …, 2011
96402011
Gamification. using game-design elements in non-gaming contexts
S Deterding, M Sicart, L Nacke, K O'Hara, D Dixon
CHI'11 extended abstracts on human factors in computing systems, 2425-2428, 2011
27542011
Gamification: Toward a definition
S Deterding, R Khaled, LE Nacke, D Dixon
CHI 2011 gamification workshop proceedings 12, 12-15, 2011
18852011
Designing gamification: creating gameful and playful experiences
S Deterding, SL Björk, LE Nacke, D Dixon, E Lawley
CHI'13 Extended Abstracts on Human Factors in Computing Systems, 3263-3266, 2013
2172013
Player types and gamification
D Dixon
Proceedings of the CHI 2011 Workshop on Gamification, 7-12, 2011
1292011
Du game design au gamefulness: définir la gamification
S Deterding, D Dixon, R Khaled, L Nacke
Sciences du jeu, 2014
562014
Analysis Tool or Research Methodology: Is there an epistemology for patterns?
D Dixon
Understanding digital humanities, 191-209, 2012
502012
Nietzsche contra Caillois: Beyond play and games
D Dixon
232009
Pattern languages for CMC Design
D Dixon
Handbook of research on socio-technical design and social networking systems …, 2009
172009
Leveling up language proficiency through massive multiplayer online role playing games: Opportunities for English learners to receive input, modify output, negotiate meaning …
DH Dixon
The University of Utah, 2014
142014
Between worlds: report for NESTA on MIT/Punchdrunk theatre Sleep No More Digital R & D project
D Dixon, J Rogers, P Eggleston
Nesta, 2012
102012
September. From game design elements to gamefulness: defining gamification
S Deterding, D Dixon, R Khaled, L Nacke
Proceedings of the 15th international academic MindTrek conference …, 0
9
Death; A minor annoyance or an invitation to play?
D Dixon
82008
The usefulness of massive multiplayer online role playing games (MMORPGs) as tools for promoting second language acquisition
DH Dixon, MA Christison
Applications of CALL theory in ESL and EFL environments, 244-268, 2018
72018
Experiences with AR plots: design issues and recommendations for augmented reality based mobile games
D Dixon, SL Kiani, A Ikram
Communications in Mobile Computing 2 (1), 1-6, 2013
62013
Gamification. A roundtable on game studies and HCI perspectives
R Khaled, D Dixon, S Deterding
DiGRA Conference, 2011
42011
L2 Gamers' Use of Learning and Communication Strategies in Massively Multiplayer Online Games (MMOs): An Analysis of L2 Interaction in Virtual Online Environments
DH Dixon, MA Christison
CALL Theory Applications for Online TESOL Education, 296-321, 2021
32021
A Meta‐Analysis of Hybrid Language Instruction and Call for Future Research
TÜL Dixon, M Christison, DH Dixon, AS Palmer
The Modern Language Journal, 2021
22021
The linguistic environments of digital games: A discriminant analysis of language use in game mechanics
DH Dixon
CALICO Journal, 2021
22021
Second language (L2) gains through digital game-based language learning (DGBLL): A meta-analysis
DH Dixon, T Dixon, E Jordan
Language Learning & Technology 26 (1), 1-25, 2022
12022
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