Gamification in Education: A Systematic Mapping Study
By Darina Dicheva, Christo Dichev, G. Agre, Galia Angelova. J. Educ. Technol. Soc., 2015
1,628 citations recorded by the source corpus.
View Paper: https://www.semanticscholar.org/paper/a06084a5e35774a74e364273d89ec2e2f19ddb0f
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
- Michael Sailer
- A. Manzano-León
- Lisa Homner
- Christo Dichev
- A. V. Gaalen
- A. Saleem
- Pablo Camacho-Lazarraga
- Michail Kalogiannakis
Citations in the corpus
- Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education (2021, methodology): “Regarding the research by Dicheva, Dichev, Agre, and Angelova [32], it can be observed that points, badges, rankings, and rewards continue to lead educational gamification programs.”
- Gamification in Science Education. A Systematic Review of the Literature (2021, background): “In the past few years, one technological trend that has been heavily focused on by researchers in many fields, including education, is gamification [5,6].”
- Gamification Applications in E-learning: A Literature Review (2021, background): “The results might suggest that the advantages of gamification in e-learning were to increase communication and give a fun spirit to academic activities (Dicheva et al. 2015).”
- 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…”
- Gamification of health professions education: a systematic review (2020, background): “Second, so far, mainly small-scale and pilot studies have been conducted, which is not just typical of health professions education but also applies to areas where gamification is already more often used, such as computer sciences (Dicheva et al. 2015).”
- The Gamification of Learning: a Meta-analysis (2019, methodology): “Using the same search strategies as Dicheva et al. (2015), a subsequent review by Dicheva and Dichev (2015) resulted in 41 reports published between July 2014 and June 2015.”
- The Effect of Educational Games on Learning Outcomes, Student Motivation, Engagement and Satisfaction (2020, background): “Worse, both intrinsic and extrinsic motivations have not been explored in terms of their effect on game-based learning (Dicheva et al., 2015).”
- Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017, methodology): “The reviewed papers expand the scope of the empirical research on educational gamification, as compared to (Dicheva et al. 2015).”