Gamification implementation for educational purposes: a scoping review (2013-2018)

Authors

DOI:

https://doi.org/10.55056/etq.589

Keywords:

gamification, educational gamification, teaching/learning strategies, literature review, game elements

Abstract

This review paper examines a worldwide phenomenon, gamification, in the educational context. After the high popularity of video games, the integration of gamification in the learning context has become one of the practices that have a considerable impact on learning. It is important to contribute to the literature on the educational value of gamification by providing a literature review of some aspects of the studies that have emerged in the field of educational gamification (EG) over a five-year period. It is crucial to have a more complete understanding of educational gamification without restricting emerged literature to defined criteria so that it can be discussed in relation to how much of an impact it has on learning outcomes. The current study systematically reviewed four well-known social science databases for studies on gamification in education published between January 2013 and April 2018. The study yielded 141 relevant papers that focused on only educational gamification concept and excluded other game related approaches. The findings indicate that gathering data regarding learner opinions on the application of gamification is the most frequent (N=34) study goal of these studies. Although the majority of papers highlight that gamification increases learner motivation and engagement, there is not yet enough data in this large body of research to conclusively state that using gamification would enhance learning and academic performance at the same level in every context. The findings imply that careful design based on instructional goals and context, as well as the needs of the students, is necessary for integration of gamification to serve its purpose effectively.
To sum up, ensuring the description of the most accurate implementation process for specific education contexts and subject fields may still be challenging, given the use of gamification in many distinct disciplines. Furthermore, educational gamification is studied in many contexts with various expectations, and the outcomes would inevitably be different. This review categorized the numerous educational advantages and challenges of gamification.

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22-08-2023

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Polat, E., 2023. Gamification implementation for educational purposes: a scoping review (2013-2018). Educational Technology Quarterly [Online], 2023(3), pp.367–400. Available from: https://doi.org/10.55056/etq.589 [Accessed 15 October 2024].
Received 2023-05-09
Accepted 2023-08-13
Published 2023-08-22

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