Concepedia

TLDR

Educational gamification employs game elements and design techniques within learning environments. The study aims to review recent evidence on how gamification influences student motivation and academic performance, mapping its use across time, educational levels, variables, and key game elements, and identifying classroom advantages. The authors performed a systematic review following PRISMA, searching three multidisciplinary databases for quantitative experimental studies on gamification in schools to capture current research trends. Fourteen experimental or quasi‑experimental studies were included, most confirming gamification as an effective learning strategy that positively affects academic performance, engagement, and motivation, highlighting the need for further research into student needs and challenges.

Abstract

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.

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