References

Ryan, R. M., Deci, E. L., & Ebooks Corporation. (2017). Self-determination theory: Basic psychological needs in motivation, development, and wellness (1st ed.). Guilford Press. https://doi.org/10.1521/978.14625/28806 

Zhang, Q., Yu, L., & Yu, Z. (2021). A content analysis and meta-analysis on the effects of classcraft on gamification learning experiences in terms of learning achievement and motivation. Education Research International, 2021 doi:https://doi.org/10.1155/2021/9429112 

Zeybek, N., & Saygı, E. (2024). Gamification in education: Why, where, when, and how?—A systematic review. SAGE Publications. https://doi.org/10.1177/15554120231158625 

Bernardes, O., Amorim, V., Moreira, A. C., & InfoSci-Books - Copyright 2022. (2022). Handbook of research on the influence and effectiveness of gamification in education. IGI Global. 

Classcraft – An Unreasonable Company. Unreasonable Group. (n.d.). https://unreasonablegroup.com/ventures/classcraft 

Shawn Young - Turtle Learn. LinkedIn. (n.d.). https://www.linkedin.com/in/shawnyoung1/?originalSubdomain=ca 

Classcraft - Tech stack, Apps, Patents & Trademarks. Crunchbase. (n.d.). https://www.crunchbase.com/organization/classcraft/technology 

In-depth industry outlook: Gamification in education market size, forecast. Verified Market Research. (2024, February 2). https://www.verifiedmarketresearch.com/product/gamification-in-education-market/  

Theory. selfdeterminationtheoryorg. (n.d.). https://selfdeterminationtheory.org/theory/ 

LinkedIn. (n.d.-a). https://www.linkedin.com/company/classcraft-studios/people/