The impact of gamification on learning and instruction: A systematic review of empirical evidence. (June 2020)
- Record Type:
- Journal Article
- Title:
- The impact of gamification on learning and instruction: A systematic review of empirical evidence. (June 2020)
- Main Title:
- The impact of gamification on learning and instruction: A systematic review of empirical evidence
- Authors:
- Zainuddin, Zamzami
Chu, Samuel Kai Wah
Shujahat, Muhammad
Perera, Corinne Jacqueline - Abstract:
- Abstract: The adoption of gamification in learning and instruction is perceived to have mass appeal among the learners in stimulating motivation, learner engagement and social influence. This study is an attempt to present a summary of the empirical findings of state-of-the-art literature in the emerging field of gamification within the educational domain of learning and instruction. It reveals the latest scientific research evidence on the emerging trends of learning technologies and gamification plugins along with extending the possibilities for future research directions in revolutionizing learning and instruction through gamification. A systematic literature review examined the thematic and content analysis of 46 empirical research papers published in the Web of Science database between 2016 and 2019. The review critically appraised and evaluated the various contradictions found in the literature along with setting the stage for the significance of future research studies to re-examine the theoretical foundations of gamification, its methodological approaches, theoretical models, gaming platforms and apps, game mechanics and learning outcomes. This study not only attempts to shed light on the novelty of gamified learning perceived as a game-changer and key enabler of motivation, engagement, and user experience but also sought to outline the key challenges and barriers of gamification. Highlights: The study aims to evaluate, synthesise, and present state-of-the-artAbstract: The adoption of gamification in learning and instruction is perceived to have mass appeal among the learners in stimulating motivation, learner engagement and social influence. This study is an attempt to present a summary of the empirical findings of state-of-the-art literature in the emerging field of gamification within the educational domain of learning and instruction. It reveals the latest scientific research evidence on the emerging trends of learning technologies and gamification plugins along with extending the possibilities for future research directions in revolutionizing learning and instruction through gamification. A systematic literature review examined the thematic and content analysis of 46 empirical research papers published in the Web of Science database between 2016 and 2019. The review critically appraised and evaluated the various contradictions found in the literature along with setting the stage for the significance of future research studies to re-examine the theoretical foundations of gamification, its methodological approaches, theoretical models, gaming platforms and apps, game mechanics and learning outcomes. This study not only attempts to shed light on the novelty of gamified learning perceived as a game-changer and key enabler of motivation, engagement, and user experience but also sought to outline the key challenges and barriers of gamification. Highlights: The study aims to evaluate, synthesise, and present state-of-the-art literature on gamification in educational domains. The review critically appraised and evaluated the various contradictions found in the literature. Gamification research in the academic field reveals that the majority of the studies have no theoretical establishments. A gamification concept may provide an effective strategy to intensifying learning, including eliciting friendly competition. The study reveals three positive themes; students' engagement and motivation, academic achievement, and social connectivity. … (more)
- Is Part Of:
- Educational research review. Volume 30(2020)
- Journal:
- Educational research review
- Issue:
- Volume 30(2020)
- Issue Display:
- Volume 30, Issue 2020 (2020)
- Year:
- 2020
- Volume:
- 30
- Issue:
- 2020
- Issue Sort Value:
- 2020-0030-2020-0000
- Page Start:
- Page End:
- Publication Date:
- 2020-06
- Subjects:
- Gamification -- Motivation -- Engagement -- Social influence -- Systematic literature review -- Empirical evidence
Education -- Research -- Periodicals
370.7205 - Journal URLs:
- http://www.sciencedirect.com/science/journal/1747938X ↗
http://www.elsevier.com/journals ↗ - DOI:
- 10.1016/j.edurev.2020.100326 ↗
- Languages:
- English
- ISSNs:
- 1747-938X
- Deposit Type:
- Legaldeposit
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library DSC - 3661.953450
British Library DSC - BLDSS-3PM
British Library HMNTS - ELD Digital store - Ingest File:
- 13368.xml