EconPapers    
Economics at your fingertips  
 

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

Ana Manzano-León, Pablo Camacho-Lazarraga, Miguel A. Guerrero, Laura Guerrero-Puerta, José M. Aguilar-Parra, Rubén Trigueros and Antonio Alias
Additional contact information
Ana Manzano-León: Hum-878 Research Team, Department of Psychology, Health Research Centre, University of Almería, 04120 Almería, Spain
Pablo Camacho-Lazarraga: Department of Education, Centro Universitario San Isidoro, 41092 Seville, Spain
Miguel A. Guerrero: Department of Education, University of Seville, 41004 Seville, Spain
Laura Guerrero-Puerta: Department of Education and Social Psychology, Pablo Olavide University, 41013 Seville, Spain
José M. Aguilar-Parra: Hum-878 Research Team, Department of Psychology, Health Research Centre, University of Almería, 04120 Almería, Spain
Rubén Trigueros: Hum-878 Research Team, Department of Psychology, Health Research Centre, University of Almería, 04120 Almería, Spain
Antonio Alias: Department of Education, University of Almería, 04120 Almería, Spain

Sustainability, 2021, vol. 13, issue 4, 1-14

Abstract: 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.

Keywords: gamification; systematic literature review; motivation; engagement; academic achievement (search for similar items in EconPapers)
JEL-codes: O13 Q Q0 Q2 Q3 Q5 Q56 (search for similar items in EconPapers)
Date: 2021
References: View references in EconPapers View complete reference list from CitEc
Citations: View citations in EconPapers (14)

Downloads: (external link)
https://www.mdpi.com/2071-1050/13/4/2247/pdf (application/pdf)
https://www.mdpi.com/2071-1050/13/4/2247/ (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:13:y:2021:i:4:p:2247-:d:502114

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 ().

 
Page updated 2025-03-19
Handle: RePEc:gam:jsusta:v:13:y:2021:i:4:p:2247-:d:502114