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...
Main Authors: | , , , , , , |
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Format: | info:eu-repo/semantics/article |
Language: | English |
Published: |
MDPI
2021
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Subjects: | |
Online Access: | http://hdl.handle.net/10835/10036 https://doi.org/10.3390/su13042247 |
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author | Manzano León, Ana Camacho Lazarraga, Pablo Guerrero, Miguel A. Guerrero Puerta, Laura Aguilar Parra, José Manuel Trigueros Ramos, Rubén Alías García, Antonio |
author_facet | Manzano León, Ana Camacho Lazarraga, Pablo Guerrero, Miguel A. Guerrero Puerta, Laura Aguilar Parra, José Manuel Trigueros Ramos, Rubén Alías García, Antonio |
author_sort | Manzano León, Ana |
collection | DSpace |
description | 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. |
format | info:eu-repo/semantics/article |
id | oai:repositorio.ual.es:10835-10036 |
institution | Universidad de Cuenca |
language | English |
publishDate | 2021 |
publisher | MDPI |
record_format | dspace |
spelling | oai:repositorio.ual.es:10835-100362023-04-12T19:14:30Z Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education Manzano León, Ana Camacho Lazarraga, Pablo Guerrero, Miguel A. Guerrero Puerta, Laura Aguilar Parra, José Manuel Trigueros Ramos, Rubén Alías García, Antonio gamification systematic literature review motivation engagement academic achievement 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. 2021-03-04T08:11:40Z 2021-03-04T08:11:40Z 2021-02-19 info:eu-repo/semantics/article 2071-1050 http://hdl.handle.net/10835/10036 https://doi.org/10.3390/su13042247 en https://www.mdpi.com/2071-1050/13/4/2247 Attribution-NonCommercial-NoDerivatives 4.0 Internacional http://creativecommons.org/licenses/by-nc-nd/4.0/ info:eu-repo/semantics/openAccess MDPI |
spellingShingle | gamification systematic literature review motivation engagement academic achievement Manzano León, Ana Camacho Lazarraga, Pablo Guerrero, Miguel A. Guerrero Puerta, Laura Aguilar Parra, José Manuel Trigueros Ramos, Rubén Alías García, Antonio Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education |
title | Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education |
title_full | Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education |
title_fullStr | Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education |
title_full_unstemmed | Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education |
title_short | Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education |
title_sort | between level up and game over: a systematic literature review of gamification in education |
topic | gamification systematic literature review motivation engagement academic achievement |
url | http://hdl.handle.net/10835/10036 https://doi.org/10.3390/su13042247 |
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