Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education

被引:144
|
作者
Manzano-Leon, Ana [1 ]
Camacho-Lazarraga, Pablo [2 ]
Guerrero, Miguel A. [3 ]
Guerrero-Puerta, Laura [4 ]
Aguilar-Parra, Jose M. [1 ]
Trigueros, Ruben [1 ]
Alias, Antonio [5 ]
机构
[1] Univ Almeria, Dept Psychol, Hlth Res Ctr, Hum Res Team 878, Almeria 04120, Spain
[2] Ctr Univ San Isidoro, Dept Educ, Seville 41092, Spain
[3] Univ Seville, Dept Educ, Seville 41004, Spain
[4] Pablo Olavide Univ, Dept Educ & Social Psychol, Seville 41013, Spain
[5] Univ Almeria, Dept Educ, Almeria 04120, Spain
关键词
gamification; systematic literature review; motivation; engagement; academic achievement; STUDENTS; SUSTAINABILITY; MOTIVATION; PERSPECTIVE; VIEWS;
D O I
10.3390/su13042247
中图分类号
X [环境科学、安全科学];
学科分类号
08 ; 0830 ;
摘要
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.
引用
收藏
页码:1 / 14
页数:14
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