The impact of gamification on learning and instruction: A systematic review of empirical evidence
By Zamzami Zainuddin, S. K. Chu, Muhammad Shujahat, C. J. Perera. Educational Research and Reviews, 2020
816 citations recorded by the source corpus.
Abstract The adoption of gamification in learning and instruction is perceived to have mass appeal among the learners in stimulating motivation, learner engagement and social influence. This study is an attempt to present a summary of the empirical findings of state-of-the-art literature in the emerging field of gamification within the educational domain of learning and instruction. It reveals the latest scientific research evidence on the emerging trends of learning technologies and gamification plugins along with extending the possibilities for future research directions in revolutionizing learning and instruction through gamification. A systematic literature review examined the thematic and content analysis of 46 empirical research papers published in the Web of Science database between 2016 and 2019. The review critically appraised and evaluated the various contradictions found in the literature along with setting the stage for the significance of future research studies to re-examine the theoretical foundations of gamification, its methodological approaches, theoretical models, gaming platforms and apps, game mechanics and learning outcomes. This study not only attempts to shed light on the novelty of gamified learning perceived as a game-changer and key enabler of motivation, engagement, and user experience but also sought to outline the key challenges and barriers of gamification.
Subfields: Computer Science Applications, Developmental and Educational Psychology, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/b21bd960fbb717cfbdbf695322ad88413151151a
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In Computer Science Applications
In Developmental and Educational Psychology
- S. K. Chu
- Stamatios Papadakis
- J. Stephen Downie
- Amina Khaldi
- Alkinoos-Ioannis Zourmpakis
- Rokia Bouzidi
- M. Lee
- Xiao Hu
In Human-Computer Interaction
Citations in the corpus
- Gamification in Science Education. A Systematic Review of the Literature (2021, background): “In addition, although there is some evidence in regard to the implementation of gamification in different educational levels, this evidence is mostly affected by the fact that a significant portion of the studies in gamification in education is associated with computer sciences lessons, which are mo”
- Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education (2021, methodology): “However, like any research method, there are limitations both in terms of the methodology itself and the application in particular [57].”
- Gamification of e-learning in higher education: a systematic literature review (2023, background): “…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; Swacha, 2021; van Gaalen et al., 2021) in search of other relevant studies.”
- A review of AI teaching and learning from 2000 to 2020 (2022, background): “Although game design differs from gamification or game-based learning, the students could reap the benefits of gamification in terms of enhancing their understanding and their levels of interest, motivation and engagement (Zainuddin et al., 2020; Ng & Chu, 2021).”