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BEYOND PLAY: SYSTEMATIC INSIGHTS INTO GAMIFYING EDUCATION ACROSS PEDAGOGICAL, PERSONAL, AND GAMIFICATION DIMENSIONS

Year 2025, Volume: 26 Issue: 2, 181 - 208, 01.04.2025

Abstract

Different variables such as motivation, achievement, and engagement have been investigated in studies on gamification in the field of educational technologies. However, the obtained results differ, which emphasizes the need for studies based on concrete findings related to current trends and needs. In this study, we aim to reveal current research trends regarding gamification in education, identify current research needs, and make suggestions to guide future research through our systematic review. Instead of presenting limited results linked to a certain education level, learning environment, or variable, we share the results of research undertaken at all education levels and digital learning settings collectively and by categorizing (pedagogical, personal, and gamification) all the variables examined. One of the important results of the research is that gamification can be an alternative for solving the problems regarding motivation and participation in distance education. In conclusion, we provide practical suggestions for educators and instructional designers on how to apply gamified learning environments.

References

  • Aguiar-Castillo, L., Clavijo-Rodriguez, A., Hernandez-Lopez, L., De Saa-Perez, P., & Perez-Jimenez, R. (2021). Gamification and deep learning approaches in higher education. Journal of Hospitality, Leisure, Sport & Tourism Education, 29, 100290.
  • Albuquerque, J., Bittencourt, I. I., Coelho, J. A. P. M., & Silva, A. P. (2017). Does gender stereotype threat in gamified educational environments cause anxiety? An experimental study. Computers & Education, 115, 161-170. https://doi.org/10.1016/j.compedu.2017.08.005
  • Aldemir, T., Celik, B., & Kaplan, G. (2018). A qualitative investigation of student perceptions of game elements in a gamified course. Computers in Human Behavior, 78, 235-254. https://doi.org/10.1016/j.chb.2017.10.001
  • Almeida, C., Kalinowski, M., Uchôa, A., & Feijo, B. (2023). Negative effects of gamification in education software: Systematic mapping and practitioner perceptions. Information and Software Technology, 156, 107142.
  • Alsadoon, E., Alkhawajah, A., & Suhaim, A. B. (2022). Effects of a gamified learning environment on students’ achievement, motivations, and satisfaction. Heliyon, 8(8), e10249.
Year 2025, Volume: 26 Issue: 2, 181 - 208, 01.04.2025

Abstract

References

  • Aguiar-Castillo, L., Clavijo-Rodriguez, A., Hernandez-Lopez, L., De Saa-Perez, P., & Perez-Jimenez, R. (2021). Gamification and deep learning approaches in higher education. Journal of Hospitality, Leisure, Sport & Tourism Education, 29, 100290.
  • Albuquerque, J., Bittencourt, I. I., Coelho, J. A. P. M., & Silva, A. P. (2017). Does gender stereotype threat in gamified educational environments cause anxiety? An experimental study. Computers & Education, 115, 161-170. https://doi.org/10.1016/j.compedu.2017.08.005
  • Aldemir, T., Celik, B., & Kaplan, G. (2018). A qualitative investigation of student perceptions of game elements in a gamified course. Computers in Human Behavior, 78, 235-254. https://doi.org/10.1016/j.chb.2017.10.001
  • Almeida, C., Kalinowski, M., Uchôa, A., & Feijo, B. (2023). Negative effects of gamification in education software: Systematic mapping and practitioner perceptions. Information and Software Technology, 156, 107142.
  • Alsadoon, E., Alkhawajah, A., & Suhaim, A. B. (2022). Effects of a gamified learning environment on students’ achievement, motivations, and satisfaction. Heliyon, 8(8), e10249.
There are 5 citations in total.

Details

Primary Language English
Subjects Lifelong learning, Curriculum and Instration (Other)
Journal Section Articles
Authors

Duygu Gur

Yalin Kilic Turel

Publication Date April 1, 2025
Submission Date March 9, 2024
Acceptance Date May 21, 2024
Published in Issue Year 2025 Volume: 26 Issue: 2

Cite

APA Gur, D., & Turel, Y. K. (2025). BEYOND PLAY: SYSTEMATIC INSIGHTS INTO GAMIFYING EDUCATION ACROSS PEDAGOGICAL, PERSONAL, AND GAMIFICATION DIMENSIONS. Turkish Online Journal of Distance Education, 26(2), 181-208.