Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education

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 orde...

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Detalles Bibliográficos
Main Authors: Manzano León, Ana, Camacho Lazarraga, Pablo, Guerrero, Miguel A., Guerrero Puerta, Laura, Aguilar Parra, José Manuel, Trigueros Ramos, Rubén, Alías García, Antonio
Formato: info:eu-repo/semantics/article
Idioma:English
Publicado: MDPI 2021
Subjects:
Acceso en liña:http://hdl.handle.net/10835/10036
https://doi.org/10.3390/su13042247
Descripción
Summary: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.