Gamification in Science Education. A Systematic Review of the Literature
Геймификация в естественно-научном образовании: систематический обзор литературы
2021-01-06
SCID: 54.1/fw673pch
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gamification in science educationscience learningscientific thinkingstudent engagementsystematic literature review
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Abstract (AI)
The implementation of gamification in education has attracted many researchers to increase engagement and achieve learning more effectively. Implementing technology in science curricula has seen a massive influx over the past years to stop the decline in students’ motivation towards science learning and promote scientific thinking. This study’s objective is to present the empirical findings of the state-of-the-art literature on the use of gamification in science education. Therefore, we performed a systematic literature review of 24 empirical research papers published in various electronic databases and the web search engine for scholarly literature and academic resources, Google Scholar, between 2012 and 2020. This review reveals the latest emerging trends of gamification in science education while revealing the literature gap, challenges, impediments, and extending the possibilities for future research directions. It examines the conflicting findings of other studies and provides a framework and insight for future researchers regarding content areas, educational levels, theoretical models, outcomes, methodologies, game elements, and assessment tools.
Key Findings
1
Findings across existing studies are conflicting, indicating that the educational impact of gamification in science education is not consistently established.
2
The review identifies emerging trends in using gamification to improve engagement, motivation, learning effectiveness, and scientific thinking in science curricula.
3
The review identifies literature gaps, implementation challenges, and impediments, while outlining directions for future research.
4
The study provides a framework covering content areas, educational levels, theoretical models, outcomes, methodologies, game elements, and assessment tools.
5
The systematic review synthesizes empirical evidence from 24 studies on gamification in science education published between 2012 and 2020.
Research Object
Use of gamification in science education (implementation of gamified interventions within science curricula)
Research Subject
Empirical findings, emerging trends, outcomes, challenges, and research gaps in the use of gamification to enhance student engagement, motivation, learning, and scientific thinking
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2021-01-06
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