Gamified learning in higher education: A systematic review of the literature
By Sujit Subhash, Elizabeth A. Cudney. Computers in Human Behavior, 2018
716 citations recorded by the source corpus.
Abstract The ubiquitous presence of technology in classrooms has inspired a shift from traditional classroom lectures to integrated digital learning environments. These interactive learning environments present the opportunity to evolve the teaching process through the incorporation of game elements that have been shown to capture user attention, motivate towards goals, and promote competition, effective teamwork, and communication. Gamification and game-based learning systems aim to bring these benefits into the learning and teaching process. This paper presents a systematic literature review of game-based learning systems, frameworks that integrate game design elements, and various implementations of gamification in higher education. A systematic search of databases was conducted to select articles related to gamification in education for this review. The objective is to identify how gamified learning systems can be used and categorize its usefulness in higher education. The findings of this literature review allow higher education universities to employ and explore efficient gamified learning and teaching systems to improve student engagement, motivation, and performance.
Subfields: Computer Science Applications, Developmental and Educational Psychology, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/49422992d2159fe4010a1352658530e9eacb95ac
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In Developmental and Educational Psychology
- A. V. Gaalen
- J. Schönrock-Adema
- Tineke Bouwkamp-Timmer
- Stamatios Papadakis
- A. Jaarsma
- Amina Khaldi
- Alkinoos-Ioannis Zourmpakis
- Rokia Bouzidi
In Human-Computer Interaction
Citations in the corpus
- Gamification of health professions education: a systematic review (2020, background): “…to existing reviews on gamification in higher (Caponetto et al. 2014; De Sousa Borges et al. 2014; Dichev and Dicheva 2017; Dicheva et al. 2015; Faiella and Ricciardi 2015; Nah et al. 2014; Subhash and Cudney 2018) and health professions education (Gentry et al. 2016; McCoy et al. 2016).”
- Gamification in Science Education. A Systematic Review of the Literature (2021, background): “Many literature reviews regarding gamification in education have been conducted to understand its impact on students’ learning [14,15].”
- Gamification of e-learning in higher education: a systematic literature review (2023, background): “…of papers marked as potentially relevant (Dichev & Dicheva, 2017; Mora et al., 2017; Gari & Radermacher, 2018; Khalil et al., 2018; Ozdamli, 2018; Subhash & Cudney, 2018; da Silva et al., 2019; Hallifax et al., 2019a, 2019b; Legaki & Hamari, 2020; Zainuddin et al., 2020; Saleem et al., 2021;…”