Gamification in Education and Demand for Acquired Skills: A Systematic Review
Геймификация в образовании и спрос на приобретаемые навыки: систематический обзор
2024-10-22
SCID: 54.1/jusjy8qa
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game-based learninggamification in higher educationlabor market demandskill acquisitionuniversal learning model
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Abstract (AI)
The main focus of the paper is to present a systematic review of research by analyzing the state of gamification in higher education and its connection to labor demand. 80 papers published in high-impact academic journals over the last decade are reviewed. This study contributes to the research by attributing embedded gamification to skills acquired for recruitment purposes. In terms of managerial implications, research findings in the area have encouraged educators to embed gaming elements in their teaching routines to not only increase students' levels of motivation, engagement, and knowledge retention, but also to release into the labor market a sought-after workforce with all the necessary skills. Therefore, this paper demonstrates the effectiveness of the universal learning model, which ensures improvement of learning tasks with a view to training competitive specialists. The results suggest that the skills acquired by students in an educational process with integrated game-based elements tend to be in high demand on the labor market. The novelty of the work lies in the taxonomy of theories and methods in the field related to the acquisition of essential skills.
Key Findings
1
Embedded gamification in higher education is attributed to the acquisition of skills relevant for recruitment purposes.
2
Gamification in teaching increases student motivation, engagement, and knowledge retention according to reviewed studies.
3
Novel contribution: a taxonomy of theories and methods related to acquisition of essential skills through gamification.
4
Students who learn with integrated game-based elements tend to acquire skills that are in high demand on the labor market.
5
Systematic review analyzed 80 papers from high-impact journals over the last decade on gamification in higher education and labor demand.
6
The paper demonstrates effectiveness of a universal learning model that improves learning tasks to train competitive specialists.
Research Object
Gamification in higher education (integration of game-based elements into tertiary teaching)
Research Subject
Acquired student skills and their demand in the labor market resulting from gamified educational practices, including motivation, engagement, knowledge retention, and job-relevant competencies
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2024-10-22
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