A systematic mapping on gamification applied to education
By S. S. Borges, Vinicius H. S. Durelli, H. Reis, Seiji Isotani. ACM Symposium on Applied Computing, 2014
415 citations recorded by the source corpus.
Subfields: Computer Science Applications, Developmental and Educational Psychology, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/2e35876bd2ccd680f8628d61fb8faadbd26f0eba
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Computer Science Applications
In Developmental and Educational Psychology
- Stamatios Papadakis
- Alkinoos-Ioannis Zourmpakis
- Michail Kalogiannakis
- A. V. Gaalen
- J. Schönrock-Adema
- Tineke Bouwkamp-Timmer
- J. Webster
- A. Jaarsma
In Sociology and Political Science
- Juho Hamari
- Stamatios Papadakis
- Alkinoos-Ioannis Zourmpakis
- Michail Kalogiannakis
- De Liu
- Radhika Santhanam
- J. Webster
- Omid Noroozi
Citations in the corpus
- Using gamification to support learning English as a second language: a systematic review (2019, background): “There are also systematic review studies on gamification and education in general (see de Sousa Borges, Durelli, Reis, & Isotani, 2014; Dicheva et al., 2015; Nah, Zeng, Telaprolu, Ayyappa, & Eschenbrenner, 2014), however, there is not yet conclusive evidence in the form of a systematic review on…”
- Toward Meaningful Engagement: A Framework for Design and Research of Gamified Information Systems (2017, background): “…as mechanics, aesthetics, and game thinking in non-game contexts aimed at engaging people, motivating action, enhancing learning, and solving problems” (Borges et al. 2014, p. 216), and “a process of enhancing a service with affordances for gameful experiences in order to support user’s overall…”
- Tailored gamification: A review of literature (2020, methodology): “The search engines were defined based on the related studies (Böckle et al., 2017; Hallifax et al., 2019a) and other systematic mapping and reviews about gamification, such as Dicheva et al. (2015); Pedreira et al. (2015); de Sousa Borges et al. (2014) and Alahäivälä and Oinas-Kukkonen (2016).”
- Gamification in Science Education. A Systematic Review of the Literature (2021, background): “Although game-based learning literature has been more distinct on primary and secondary education [56], gamification has focused on higher education than primary or secondary education [5,57,58].”
- Gamification of health professions education: a systematic review (2020, background): “In doing so, we responded to the call for more theory-driven medical education research (Bligh and Parsell 1999; Bligh and Prideaux 2002; Cook et al. 2008), which we felt should also apply to research on game-based learning in general and gamification in particular (Caponetto et al. 2014; De Sousa B”
- Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education (2021, background): “De Sousa, Durelli, Reis, and Isotani [31] explored other benefits of gamification in their systematic review where they analyzed 26 papers and observed that gamification could be implemented with the aim of motivating students, improving their skills, and maximizing learning.”