On Using Gamification to Effectively Influence Student Activity in Online Learning Environments

2017 doctoral thesis by Paul Denny at University of Auckland
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On Using Gamification to Effectively Influence Student Activity in Online Learning Environments

Summary

On Using Gamification to Effectively Influence Student Activity in Online Learning Environments is a doctoral thesis[1].

Key Facts

  • On Using Gamification to Effectively Influence Student Activity in Online Learning Environments authored Paul Denny[2].
  • On Using Gamification to Effectively Influence Student Activity in Online Learning Environments's instance of is recorded as doctoral thesis[3].
  • On Using Gamification to Effectively Influence Student Activity in Online Learning Environments's publisher is recorded as ResearchSpace@Auckland[4].
  • On Using Gamification to Effectively Influence Student Activity in Online Learning Environments's copyright license is recorded as Creative Commons Attribution-NonCommercial-ShareAlike 3.0 New Zealand[5].
  • On Using Gamification to Effectively Influence Student Activity in Online Learning Environments's country of origin is recorded as New Zealand[6].
  • On Using Gamification to Effectively Influence Student Activity in Online Learning Environments's publication date is recorded as +2017-00-00T00:00:00Z[7].
  • On Using Gamification to Effectively Influence Student Activity in Online Learning Environments's main subject is recorded as computer science[8].
  • On Using Gamification to Effectively Influence Student Activity in Online Learning Environments's work available at URL is recorded as https://researchspace.auckland.ac.nz/handle/2292/36428[9].
  • On Using Gamification to Effectively Influence Student Activity in Online Learning Environments's Handle ID is recorded as 2292/36428[10].
  • On Using Gamification to Effectively Influence Student Activity in Online Learning Environments's title is recorded as On Using Gamification to Effectively Influence Student Activity in Online Learning Environments[11].
  • On Using Gamification to Effectively Influence Student Activity in Online Learning Environments's copyright holder is recorded as Paul Denny[12].
  • On Using Gamification to Effectively Influence Student Activity in Online Learning Environments's thesis submitted to is recorded as University of Auckland[13].
  • On Using Gamification to Effectively Influence Student Activity in Online Learning Environments's on focus list of Wikimedia project is recorded as NZThesisProject[14].
  • On Using Gamification to Effectively Influence Student Activity in Online Learning Environments's copyright status is recorded as copyrighted[15].
  • On Using Gamification to Effectively Influence Student Activity in Online Learning Environments's online access status is recorded as open access[16].
  • On Using Gamification to Effectively Influence Student Activity in Online Learning Environments's thesis committee member is recorded as Ewan David Tempero[17].
  • On Using Gamification to Effectively Influence Student Activity in Online Learning Environments's thesis committee member is recorded as Dawn Garbett[18].

Body

Designation and Status

On Using Gamification to Effectively Influence Student Activity in Online Learning Environments's instance of is recorded as doctoral thesis[3].

References

Programmatic citations — every numbered marker resolves to a verifiable graph row below.

Direct Wikidata claims

  1. [3] . wikidata.org.
  2. [2] . hdl.handle.net. hdl.handle.net. Provenance: wikidata.org.
  3. [4] . wikidata.org.
  4. [5] . wikidata.org.
  5. [6] . wikidata.org.
  6. [7] . wikidata.org.
  7. [8] . wikidata.org.
  8. [9] . wikidata.org.
  9. [10] . wikidata.org.
  10. [11] . wikidata.org.
  11. [12] . wikidata.org.
  12. [13] . wikidata.org.
  13. [14] . wikidata.org.
  14. [15] . wikidata.org.
  15. [16] . wikidata.org.
  16. [17] . wikidata.org.
  17. [18] . wikidata.org.

Class ancestry

  1. [1] . Wikidata. wikidata.org.

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APA 4ort.xyz Knowledge Graph. (2026). On Using Gamification to Effectively Influence Student Activity in Online Learning Environments. Retrieved May 3, 2026, from https://4ort.xyz/entity/on-using-gamification-to-effectively-influence-student-activity-in-online-learning-environments
MLA “On Using Gamification to Effectively Influence Student Activity in Online Learning Environments.” 4ort.xyz Knowledge Graph, 4ort.xyz, 3 May. 2026, https://4ort.xyz/entity/on-using-gamification-to-effectively-influence-student-activity-in-online-learning-environments.
BibTeX @misc{4ortxyz_on-using-gamification-to-effectively-influence-student-activity-in-online-learning-environments_2026, author = {{4ort.xyz Knowledge Graph}}, title = {{On Using Gamification to Effectively Influence Student Activity in Online Learning Environments}}, year = {2026}, url = {https://4ort.xyz/entity/on-using-gamification-to-effectively-influence-student-activity-in-online-learning-environments}, note = {Accessed: 2026-05-03}}
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