{"title":"The Effects of Gamification in Education: A Systematic Literature Review","authors":"Nadire Cavus, Imran Ibrahim, Michael Ogbonna Okonkwo, Nurudeen Bode Ayansina, Temiloluwa Modupeola","doi":"10.18662/brain/14.2/452","DOIUrl":null,"url":null,"abstract":"Gamification has recently been touted as an effective user engagement method with the ability to enhance online education. Even though there has been more research on gamification in recent decades, however, there is still no taxonomy of its concrete impacts. The aim of this study was to fill this gap by identifying the effects that gamification has on both students and teachers engagement in online learning. This study combined a systematic literature review methodology and PRISMA processes to analyze high-quality articles on gamification in education from the last ten years (2012-2022) as extracted from three databases like Scopus, ScienceDirect, and Web of Science. The evaluation and analysis of the 40 articles included in the study summarized and categorized the benefits that the deployment of gamification offered to student engagement, motivation, creativity, and overall performance as well as to teachers as motivation, engagement, or feedback and evaluation. The result of the systematic literature review found that the educational levels that frequently incorporate gaming into their curricula are higher education, but it also shed light on the challenges that come with implementing gamification in the classroom. We hope the study’s findings assist educators and students in using gamification as a successful intervention technique by providing them with pertinent information that can influence outcomes and knowledge of the educational content and establish the right conditions for an effective learning process.","PeriodicalId":44081,"journal":{"name":"BRAIN-Broad Research in Artificial Intelligence and Neuroscience","volume":null,"pages":null},"PeriodicalIF":0.8000,"publicationDate":"2023-06-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"BRAIN-Broad Research in Artificial Intelligence and Neuroscience","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.18662/brain/14.2/452","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"NEUROSCIENCES","Score":null,"Total":0}
引用次数: 0
Abstract
Gamification has recently been touted as an effective user engagement method with the ability to enhance online education. Even though there has been more research on gamification in recent decades, however, there is still no taxonomy of its concrete impacts. The aim of this study was to fill this gap by identifying the effects that gamification has on both students and teachers engagement in online learning. This study combined a systematic literature review methodology and PRISMA processes to analyze high-quality articles on gamification in education from the last ten years (2012-2022) as extracted from three databases like Scopus, ScienceDirect, and Web of Science. The evaluation and analysis of the 40 articles included in the study summarized and categorized the benefits that the deployment of gamification offered to student engagement, motivation, creativity, and overall performance as well as to teachers as motivation, engagement, or feedback and evaluation. The result of the systematic literature review found that the educational levels that frequently incorporate gaming into their curricula are higher education, but it also shed light on the challenges that come with implementing gamification in the classroom. We hope the study’s findings assist educators and students in using gamification as a successful intervention technique by providing them with pertinent information that can influence outcomes and knowledge of the educational content and establish the right conditions for an effective learning process.
游戏化最近被吹捧为一种有效的用户参与方法,能够增强在线教育。尽管近几十年来有更多关于游戏化的研究,但仍然没有对其具体影响进行分类。本研究的目的是通过确定游戏化对学生和教师参与在线学习的影响来填补这一空白。本研究结合了系统文献综述方法和PRISMA流程,分析了过去十年(2012-2022)关于教育游戏化的高质量文章,这些文章提取自Scopus、ScienceDirect和Web of Science等三个数据库。对研究中包含的40篇文章的评估和分析总结并分类了部署游戏化对学生参与、动机、创造力和整体表现以及教师的动机、参与或反馈和评估所带来的好处。系统文献回顾的结果发现,经常将游戏纳入其课程的教育水平是高等教育,但它也揭示了在课堂上实施游戏化所带来的挑战。我们希望这项研究的发现能够帮助教育工作者和学生将游戏化作为一种成功的干预技术,为他们提供相关的信息,这些信息可以影响教育内容的结果和知识,并为有效的学习过程建立合适的条件。