Gamified Project-Based Learning: A Systematic Review of the Research Landscape
Wendan Huang,
Xiuhan Li () and
Junjie Shang ()
Additional contact information
Wendan Huang: Learning Science Lab, Department of Educational Technology, Graduate School of Education, Peking University, No. 5 Yiheyuan Road Haidian District, Beijing 100871, China
Xiuhan Li: Hubei Research Center for Educational Informationization, Faculty of Artificial Intelligence in Education, Central China Normal University, No. 152 Luoyu Road, Wuhan 430079, China
Junjie Shang: Learning Science Lab, Department of Educational Technology, Graduate School of Education, Peking University, No. 5 Yiheyuan Road Haidian District, Beijing 100871, China
Sustainability, 2023, vol. 15, issue 2, 1-19
Abstract:
The information era puts higher requirements on current students’ learning methods to develop 21st-century skills. Project-based learning (PBL) and gamified learning have been two effective learning approaches, leading to an innovative exploration of combining both to improve learning outcomes. This study presents a systematic review of the literature published on “gamified PBL” (GPBL) over the past six years, focusing on GPBL approaches, learning outcomes, technical tools and theories. The results show that the gamified approaches of project-based learning can be divided into four types: gamify structure and procedure of PBL, gamify content of PBL, integrate prefabricated educational/serious games in PBL, and make a game as the activity of PBL. Most of the studies affirmed the positive effects of GPBL in enhancing students’ learning outcomes, especially for learning experience and motivation. Adopted techniques and theories in the reviewed studies were also summarized. In conclusion, we acquired four findings based on the discussion: the characteristics of GPBL are diverse; design-based learning are an innovative and creative method used in GPBL; studies of GPBL emphasized collection and description of the whole-process data; technical issues should be paid great attention to. In addition, a number of suggestions for future research are provided in this review.
Keywords: gamified project-based learning; educational games; game elements; game making; project-based learning (search for similar items in EconPapers)
JEL-codes: O13 Q Q0 Q2 Q3 Q5 Q56 (search for similar items in EconPapers)
Date: 2023
References: View references in EconPapers View complete reference list from CitEc
Citations:
Downloads: (external link)
https://www.mdpi.com/2071-1050/15/2/940/pdf (application/pdf)
https://www.mdpi.com/2071-1050/15/2/940/ (text/html)
Related works:
This item may be available elsewhere in EconPapers: Search for items with the same title.
Export reference: BibTeX
RIS (EndNote, ProCite, RefMan)
HTML/Text
Persistent link: https://EconPapers.repec.org/RePEc:gam:jsusta:v:15:y:2023:i:2:p:940-:d:1025181
Access Statistics for this article
Sustainability is currently edited by Ms. Alexandra Wu
More articles in Sustainability from MDPI
Bibliographic data for series maintained by MDPI Indexing Manager ().