Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education
Между повышением уровня и окончанием игры: систематический обзор литературы по геймификации в образовании
2021-02-19
SCID: 54.1/fvph2vg7
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PRISMA methodologyacademic performanceeducational gamificationstudent motivationsystematic literature review
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Abstract (AI)
Educational gamification consists of the use of game elements and game design techniques in the educational context. The objective of this study is to examine the existing evidence on the impact of educational gamification on student motivation and academic performance in the last five years in order to analyze its distribution over time, educational level, variables, and most used game elements, and know the advantages of its implementation in the classroom. For this, a systematic review is proposed through the Preferred Reporting Items for Systematic Review and Meta-Analyses (PRISMA) methodology in three multidisciplinary databases, through an exhaustive search with inclusion and exclusion criteria on quantitative experimental studies that explore gamification in educational centers, which provide information about the most current lines of research. Fourteen studies were included in this review. These used experimental or quasi-experimental designs. Most of them report gamification as a valid learning strategy. The results support the conclusion that educational gamification has a potential impact on the academic performance, commitment, and motivation of students. Therefore, this study implies the need to expand research on the needs and challenges of students when learning with gamified techniques.
Key Findings
1
A PRISMA-based systematic review examined quantitative experimental evidence on educational gamification across three multidisciplinary databases.
2
Fourteen experimental or quasi-experimental studies from the last five years met the review’s inclusion criteria.
3
Further research is needed to address students’ needs and challenges when implementing gamified learning techniques.
4
Most reviewed studies identified gamification as a valid learning strategy in educational settings.
5
The evidence indicates that educational gamification may improve students’ academic performance, engagement, and motivation.
Research Object
Educational gamification implemented in educational centers/classroom settings
Research Subject
its effects on students’ motivation, commitment, and academic performance, including variation by educational level, variables, and game elements
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2021-02-19
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