http://www.publicationshare.com/graham_intro. pdf.
Hall, S. R., Waitz, I., Brodeur, D. R., Soderholm, D. H.,
and Nasr, R. (2002). Adoption of active learning in a
lecture-based engineering class. In Frontiers in
Education, 2002. FIE 2002. 32nd Annual (Vol. 1, pp.
T2A-9). IEEE.
Kearsley, G. (2000). Online education: learning and
teaching in cyberspace. Belmont, CA.: Wadsworth.
Kim, A.J. Designing the player journey.
http://www.slideshare.net/amyjokim/gamication-
101-design-the-player-journey, 2010.
Lynch, R. and Dembo, M. (2004). The Relationship
Between Self-Regulation and Online Learning in a
Blended Learning Context. The International Review
Of Research In Open And Distance Learning, 5(2).
Retrieved from
http://www.irrodl.org/index.php/irrodl/article/view/18
9/271.
Maslow, A. H. (1943). A theory of human motivation.
Psychological review, 50(4), 370.
Mohammad, S. and Job, M. A. (2012). Confidence-
Motivation–Satisfaction-Performance (CMSP)
Analysis of Blended Learning System in the Arab
Open University Bahrain.
Nelson, Melissa M., and Christian D. Schunn. "The nature
of feedback: How different types of peer feedback
affect writing performance." Instructional Science 37,
no. 4 (2009): 375-401.
Nilson, Linda B. "Helping students help each other:
Making peer feedback more valuable." Essays in
Teaching Excellence 14, no. 8 (2002): 1-2.
Piech, Chris, Jonathan Huang, Zhenghao Chen, Chuong
Do, Andrew Ng, and Daphne Koller. "Tuned models
of peer assessment in MOOCs." arXiv preprint
arXiv:1307.2579 (2013).
Pink, D. H. (2010). Drive: The surprising truth about what
motivates us. Canongate.
Pujo, F. A., José Luis Sánchez, José García, Higinio Mora,
and Antonio Jimeno. "Blogs: A learning tool proposal
for an Audiovisual Engineering Course." In Global
Engineering Education Conference (EDUCON), 2011
IEEE, pp. 871-874. IEEE, 2011.
Rebitzer, J. B. and Taylor, L. J. (2011). Extrinsic rewards
and intrinsic motives: Standard and behavioral
approaches to agency and labor markets. Handbook of
Labor Economics, 4, 701-772.
Riechmann, Sheryl Wetter, and Anthony F. Grasha. "A
rational approach to developing and assessing the
construct validity of a student learning style scales
instrument." The Journal of Psychology 87, no. 2
(1974): 213-223.
Ryan, Richard M., and Edward L. Deci. "Intrinsic and
extrinsic motivations: Classic definitions and new
directions." Contemporary educational psychology 25,
no. 1 (2000): 54-67.
Santo, Susan A. "Relationships between learning styles
and online learning." Performance Improvement
Quarterly 19.3, 2006, pp. 73-88.
Schober, A. and Keller, L. (2012). Impact factors for
learner motivation in Blended Learning environments.
International Journal Of Emerging Technologies In
Learning (IJET), 7(S2). Retrieved December 7, 2012,
from http://online-journals.org/i-jet/article/view/2326.
Schumann, Siegfried (2012): Repräsentative Umfrage.
Praxisorientierte Einführung in empirische Methoden
und statistische Analyseverfahren. 6., aktualisierte
Aufl. München: Oldenbourg (Sozialwissenschaften
10-2012).
Scott Rigby, C., Deci, E. L., Patrick, B. C. and Ryan, R.
M. (1992). Beyond the intrinsic-extrinsic dichotomy:
Self-determination in motivation and learning.
Motivation and Emotion, 16(3), 165-185.
Shea, P. and Bidjerano, T. (2010). Learning presence:
Towards a theory of self-efficacy, self-regulation, and
the development of a communities of inquiry in online
and blended learning environments. Computers and
Education, 55(4), 1721-1731.
Tagg, John. The learning paradigm college. Bolton, MA,
USA: Anker Publishing Company, 2003.
Thomas, Ch., and Berkling, K.. Redesign of a Gamified
Software Engineering Course. Step 2 Scaffolding:
Bridging the Motivation Gap. ICL 2013, 16
th
International Conference on Interactive Collaborative
Learning. IEEE, to appear 2013.
Thomas, Herbert. "Learning spaces, learning
environments and the dis ‘placement’of learning."
British Journal of Educational Technology 41, no. 3
(2010): 502-511.
Tinmaz, Hasan. "Social networking websites as an
innovative framework for connectivism."
Contemporary Educational Technology 3, no. 3
(2012): 234-245.
APPENDIX A
The following table lists all items of the
questionnaire used to evaluate the onboarding
process for Software Engineering based on
principles of gamification with blended learning.
Game
Rate the order in which each of these games
most match your interest
G: Egoshooter (killer)
G: Monopoli (achiever)
G: Facebook (socializer)
G: Geocashing (explorer)
User Type
On a scale of 1:agree completely to 4:disagree
completely rate the following:
T: I am creative and like to show that in class
T: I am competitive and want to be the best
T: I like to explore new things
T: I like to collaborate in teams
CSEDU2015-7thInternationalConferenceonComputerSupportedEducation
32