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Gamification of Education and Learning: A Review of Empirical Literature.

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Gamification of education and learning: A review of empirical
literature
Jenni Majuria
majuri.jenni@gmail.com
Jonna Koivistoa
jonna.koivisto@tut.fi
Juho Hamaria, b, c
juho.hamari@tut.fi
a Gamification Group, Tampere University of Technology, Finland
b Gamification Group, University of Turku, Finland
c Gamification Group, University of Tampere, Finland
Abstract: Gamification has become one of the most notable technological developments for human
engagement. Therefore, it is not surprising that gamification has especially been addressed and implemented
in the realm of education where supporting and retaining engagement is a constant challenge. However,
while the volume of research on the topic has increased, synthesizing the consequent knowledge has
remained modest and narrow. Therefore, in this literature review we catalogue 128 empirical research papers
in the field of gamification of education and learning. The results indicate that gamification in education
and learning most commonly utilizes affordances signaling achievement and progression, while social and
immersion-oriented affordances are much less common; the outcomes examined in the studies are mainly
focused on quantifiable performance metrics; and the results reported in the reviewed studies are strongly
positively oriented. The findings imply that future research on gamification in education should increasingly
put emphasis on varying the affordances in the implementations and the pursued goals of the gamification
solutions. We encourage also increased attention on contextual factors of the solutions as well as on study
designs in future research endeavors.
1. Introduction & background
Gamification, the design approach of utilizing gameful design in various contexts for inducing
experiences familiar from games to support different activities and behaviors (Huotari & Hamari,
2017; Deterding et al., 2011), has continued to be a popular topic within both industry and academia
since its popularization in the early 2010’s. Gamification has gained significant attention especially
in educational contexts (Koivisto & Hamari, 2017; Seaborn & Fels, 2015). Gamifying education
and learning has a long history (see e.g. Deterding, 2014) and an intuitively understandable
background as game design and theories on learning draw heavily from same psychological
theoretical backgrounds (Landers, 2014). Via the technological advancements enabling more
digitized learning environments as well as use of e.g. technical possibilities developed in relation
to video games to create immersive and engaging learning experiences, the trend of gamification
of education and learning has been only increasing.
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The long history and varied ways of incorporating gameful interactions to educational contexts has
also lead to varying terminology for the approach, e.g. serious games, edugames or games for
education, game-based learning, and lately, gamification (Landers, 2014; Seaborn & Fels, 2015;
Deterding, 2014). In the current study we have not made distinctions based on terminology but
instead consider all of these varied approaches to be manifestations of gamification of education
and learning.
Existing reviews on gamification literature have indicated that education and learning are the most
common contexts for empirical research of gamification (Koivisto & Hamari, 2017; Hamari,
Koivisto & Sarsa, 2014; Seaborn & Fels, 2015). Literature reviews on gamification of education
and learning specifically have also been conducted, however, all of these reviews have limited their
scope in one way or another: Caponetto et al. (2014) as well as Marti-Parreño et al. (2016)
concentrate mainly on bibliometric analyses and terminological aspects. Marti-Parreño et al. (2016)
also categorize constructs studied in the literature. Some literature reviews have been limited by
the number of studies included: de Sousa Borges et al. (2014) limited their review to 26 studies;
Dicheva et al. (2014) included only 36 studies, and Dichev and Dicheva (2017) have reviewed 63
studies. Nah et al. (2014) have included 15 studies in their review. As is evident, the prior reviews
have not been extensively inclusive in their review procedures and a large part of the literature has
not been covered to date.
In this review, we conduct a literature review of 128 empirical research papers in the field of
gamification of education and learning. We provide the most extensive overview to date of the
existing body of literature on the topic. We analyze how gamification has been implemented in the
studies in the education domain, i.e. what types of motivational affordances have been implemented
in the literature, what kind of psychological and behavioral outcomes has the gamification been
expected to lead to, and finally, what kind of results have been reported in the studies
2. Review procedure
The literature searches were conducted in the Scopus database, which was chosen for the reason
that it indexes all of the other potentially relevant databases, for example ACM, IEEE, Springer,
DBLP Computer Science Bibliography, and the AIS Electronic Library. Using only one
comprehensive database instead of conducting searches in various repositories was preferred to
increase the rigor and clarity of the data gathering (see e.g. Paré et al. 2015). The search for
literature in the Scopus database was conducted using the search query: TITLE-ABS-KEY ( gamif*
). The search was limited to include conference papers, articles, articles in press, reviews and book
chapters, in order to exclude non-academic publications. The search query was limited to
publication metadata (i.e. title, abstract and keywords) as it was considered that inclusion of a term
derived from the root gamif* in the metadata would indicate the relevance of the paper for the
review. The literature search was conducted in 6/2015 and resulted in 807 hits. The literature
review process is reported in Figure 1.
The retrieved papers were categorized in terms of the type of the publication as well as the domain
in which the study had been conducted. Of the whole body of literature, 270 studies were identified
as full, empirical research papers. Papers were considered to be empirical if some data had been
gathered, the data gathering was reported, and analyses had been conducted on the data. Of these
270 studies, 128 empirical research papers were identified as studies in the domain of education
and learning. Papers were categorized to be in the education and learning domain if the study was
conducted in an educational context. No restrictions in terms of educational level or content were
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applied. The 128 empirical papers in the domain of education and learning thus form the body of
reviewed literature. Full references to the reviewed studies can be found from the online Appendix.
Figure 1. A flowchart describing the literature review process.
Following the guidelines of Webster and Watson (2002), the identified papers were analyzed first
author-centrically and then concept-centrically. The units of analysis were defined prior to the
analyses. Author-centric coding was conducted by checking the pre-defined units of analysis from
each paper and coding them as the paper was read. Through this procedure, a matrix of the coded
literature was produced. In the concept-centric analysis phase the coded literature was then
organized based on further units of analysis. As suggested by Webster and Watson (2002), the
coded concepts were comprised into frequency tables, which form the core of this review.
3. Analysis
In the reviewed body of literature, the most common affordances were different point, challenge,
badge and leaderboard-type affordances (see Table 1). The same affordances have been noted to
be the most frequently implemented ones in gamification research on a general level (Hamari,
Koivisto & Sarsa, 2014; Koivisto & Hamari, 2017) as well as in the context of education (Nah et
al., 2014; Dicheva et al., 2015; Dichev et al., 2017). These affordances can all be categorized as
achievement and progression oriented elements, which form the most common category of
affordances in the reviewed literature. Socially oriented affordances form the second common
category of elements in the given domain.
The use of immersion-oriented affordances has been significantly less frequent in the education
and learning domain. This is an interesting finding considering that different types of (gameful)
simulations and increasingly also virtual reality solutions are fairly common in educational
contexts. However, the research conducted in these field potentially does not consider the work as
gamification-related, and the differing terminology could explain that such studies are not present
in the current body of literature.
Most of the reviewed empirical research papers introduced or examined an implementation
including several affordances. On average, the papers reported the gamification solutions to contain
four affordances.
Literature search: 807 hits
Search for full versions of papers: 802
Further analysis of papers: 773
Duplicates: 2; False hits: 3
Full version not available / not received: 16
Not in English: 16
Full, empirical papers: 270
Not full papers: 252; Non-empirical papers: 230
Full, empirical duplicate studies: 8
Full, empirical but explicitly not about gamification: 13
Full, empirical papers in education
and learning domain: 128 papers
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Table 1. Affordances studied in the empirical research papers.
Achievement/progression
Immersion
67
Avatar, character, virtual identity
15
53
Narrative, narration, storytelling, dialogues, theme
13
47
Virtual world, 3D world, game world, simulation
9
47
In-game rewards
6
35
Role play
3
25
Non-digital elements
19
Check-ins, location data
8
18
Real world/financial reward
2
13
Motion tracking
1
8
Physical objects as game resources
1
Social
Miscellaneous
31
Assistance, virtual helpers
9
14
Virtual currency
7
12
Retries, health, health points
6
10
Full game (also board games), also undescribed
commercial gamification systems
5
3
Adaptive difficulty
3
2
Game rounds
2
Onboarding (safe environment to practice)
2
Reminders, cues, notifications, annotations
2
Penalties
1
The most common psychological outcomes studied in the reviewed papers were use experiences
and perceptions of system and features (Table 2). These were commonly studied with various self-
developed instruments to gauge the experiences of the users. Perceived enjoyment, fun,
engagement, motivation, and perceived usefulness were also commonly studied psychological
outcomes. These outcomes correspond with the common discourses of what gamification is
thought or expected to result in (see e.g. Koivisto & Hamari, 2017; Rigby, 2014; Seaborn & Fels,
2015). The findings regarding the psychological outcomes are convergent with previous reviews
on gamification literature in general (Hamari, Koivisto & Sarsa, 2014; Koivisto & Hamari, 2017)
as well as in the context of education and learning (Martí-Parreño et al. 2016).
The most studied behavioral outcomes were grades, participation in a system, and speed of
conducting tasks and assignments (Table 3). In the context of education this seems logical as such
outcomes are often the quantifiable goals of education. Interestingly, inducing any sort of social
interaction has very rarely been the behavioral goal of the gamification solutions. This finding is
in line with the general trend of gamification implementations not being often designed to support
collaborative action and cooperation (Koivisto & Hamari, 2017).
Furthermore, we analyzed the results of the studies in the current body of literature. We only
included studies containing analyses with quantitative methods in this analysis due to them
providing more easily categorizable results. A significant portion of these studies report positively
leaning results from use of gamification in the education and learning domain (Table 4).
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Table 2. Psychological outcomes studied in the empirical research papers.
Overall assessment / general attitude of the use of
the gamified system
Attitude
Perceptions of use, use experience,
perceptions of system and features
30
Satisfaction
3
Perception of course, perception of
gamification in education
4
Attitude
2
Preference of system type/features
3
Social interaction
Affective
Relatedness
3
Perceived enjoyment, fun
14
Perceived competition
3
Engagement
11
Recognition
1
Flow
3
Subjective norm, social influence
1
Affect, emotional experience
1
Perceived socialness, social context
1
Immersion
1
Social comparison
1
Cognitive
Psychological states and traits / personality features
Perceived usefulness, perceived effectiveness
11
Motivation (also orientation towards various
motivations)
11
Perception of learning
4
Perceived competence
5
Perceptions of additional benefits
3
Interest
4
Involvement, participation
2
Self-efficacy, confidence
2
Effort in use / Experienced challenge
Autonomy
2
Effort, perceived difficulty, challenge
6
Empowerment
1
Workload
3
Personality, user types
1
Perceived stress, cognitive load
2
Familiarity
1
Frustration, annoyance
2
Identification
1
Ease of use
1
Table 3. Behavioral outcomes studied in the empirical research papers.
Performance
Engagement / interaction with the system
Course grade, assignment grade, academic
performance
27
Participation in a system, system use
16
Speed, time
15
Participation in discussions
9
XP, points, score gained
11
Course material views, downloads
9
Learning, skill progression
11
Course attendance, exam attendance
6
Badges gained, tracking of badges
8
Use intentions, willingness to use/continue
1
Number of assignments, amount of
contributions in class
7
Knowledge transfer
1
Number of attempts
5
Physical etc. measures
Amount of contributions/content produced
4
Stress level
2
Accuracy
2
Psychophysiological measures
1
Leaderboard positions
2
Social interaction
Quality of contributions
1
Cooperation
1
Acting on time
1
Miscellaneous
Functionality of software
1
Retention and attrition of users
1
Behavioral strategies
1
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Table 4. Results of studies containing analyses with quantitative methods.
Mainly positively
oriented
Null or equal positive
and negative
Mainly negatively
oriented
Total
Number of papers
65
23
3
91
71,43 %
25,27 %
0,03 %
100 %
The qualitative results in the body of reviewed literature similarly reported positively oriented
findings for many studies. However, due to the nature of qualitative data and methods allowing
richer analysis, many of the studies also reported mixed results. Commonly the qualitative results
contain a mention of e.g. some users benefitting from and being motivated by the gamification
while others do not. As a large portion of the research on gamification is being conducted with
quantitative methods, this finding suggests that some effects and reactions to gamification are
potentially not being reached via the most commonly employed research approaches.
We also examined the results of studies containing analyses with quantitative methods categorized
by affordances implemented in the studies. Badges, leaderboards, and points were the most
common affordances in studies with quantitative analyses (Table 5). As previously mentioned, the
reviewed research papers studied gamification implementations containing on average 4
affordances. When further scrutinizing the body of literature, we identified only 28 studies that
contained a controlled experimental study design, and of these, only 7 studies examined the effects
of one element at a time. This is an issue that has been identified in gamification research on a
general level (Hamari, Koivisto & Sarsa, 2014; Koivisto & Hamari, 2017): even though the results
are positively oriented, it is difficult to estimate the effect of each motivational affordance or their
interaction on the outcomes and the results as controlled study designs are not commonly
employed.
4. Discussion
In this literature review we have reported the most extensive overview of empirical research
literature on gamification of education and learning to date. We have analyzed a body of literature
containing 128 empirical studies examining gamification in educational contexts in terms of how
the gamification has been implemented, what kind of outcomes it has been expected to lead to, and
what kind of results have been reported.
The findings of the analyses indicate that the gamification studies in the context of education
strongly converge with the general research on gamification with regards to the implemented
affordances and psychological outcomes (Hamari, Koivisto & Sarsa, 2014; Koivisto & Hamari,
2017; Seaborn & Fels, 2015). Understandably, however, the behavioral outcomes are more focused
on various quantifiable educational outcomes, such as course and assignment grades, when
compared to gamification research in other settings.
In terms of the results of the reviewed studies, a considerable majority of the studies reported
mainly positively oriented results. However, while the results seem promising, there is also a
significant amount of research with null or mixed results. As pointed out in the analysis, the reports
of qualitative results often indicate very varying experiences and outcomes even when the general
tendency of the findings would be positively oriented. Consequently, the findings regarding the
considerable majority of research reporting positively leaning results should be considered with
caution.
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Table 5. Results of studies containing analyses with quantitative methods by affordances
implemented in the studies (N=91)
Affordance
Mainly
positively
oriented
Null or equal
positive and
negative
Mainly
negatively
oriented
Sum
Points, score, XP
38
13
1
52
Leaderboards, ranking
27
13
3
43
Badges, achievements, medals, trophies
25
12
2
39
Challenges, quests, missions, tasks, clear goals
27
8
2
37
Levels
19
7
2
28
Cooperation, teams
17
2
2
21
Quizzes, questions
15
3
18
Progress, status bars, skill trees
13
2
1
16
Social networking features
11
1
2
14
Performance stats, performance feedback
13
1
14
Timer, speed
12
12
Narrative, narration, storytelling, dialogues, theme
10
1
11
Avatar, character, virtual identity
8
1
9
Competition
7
1
8
Assistance, virtual helpers
6
1
7
Retries, health, health points
6
6
Increasing difficulty
6
6
Peer-rating
5
5
In-game rewards
5
5
Check-ins, location data
5
5
Virtual world, 3D world, game world, simulation
4
1
5
Virtual currency
3
1
4
Full game (also board games), also undescribed
commercial gamification systems
1
2
3
Customization, personalization
2
1
3
Adaptive difficulty
3
3
Multiplayer
2
2
Onboarding (safe environment to practice the rules)
1
1
2
Reminders, cues, notifications, annotations
1
1
2
Real world/financial reward
1
1
2
Role play
1
1
Game rounds
1
1
Motion tracking
1
1
Penalties
1
1
Total
297
74
15
386
To address the challenges of the existing research, some suggestions for future research are
provided. Firstly, prior research has indicated that there are several contextual factors affecting the
experiences from gamification in each situation, e.g. demographic (Koivisto & Hamari, 2014) and
personality factors, the associations attached to the task or activity in general (Hamari, 2013), and
the temporal and spatial context (Deterding, 2015). Congruently with previous research, the results
of this review also indicate that future research should pay more attention to the contextual factors
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affecting the gamification as potential source for the varying results (Hamari, Koivisto & Sarsa,
2014; Koivisto & Hamari, 2017). Furthermore, since we as individuals have different learning
styles in addition to our personality and demographic characteristics, future research endeavors are
encouraged to also address these in the gamification solutions as well as in study designs.
Secondly, as noted in the analyses, most of the studies were conducted with gamification
implementations containing several affordances without controlling the effects of each to the
outcomes. More attention should thus be paid on the study designs to produce knowledge on the
effects of isolated elements in educational settings. Moreover, employing controlled study designs
and further triangulating the results with various sources of data is encouraged.
Thirdly and finally, based on the analyses of the current body of research on gamification in
education and learning, there are a few clear thematic gaps in the existing research. We recommend
future research to expand the scope of affordances implemented in the context of education and to
explore gameful educational solutions incorporating especially more socially and immersion-
oriented affordances. Furthermore, we suggest that future research could seek to focus more on
inducing social interaction with the gamification solutions.
5. Limitations
As noted above, in this review we have included all the literature published under the flag of
gamification. In this paper, we consider the term gamification to act as an umbrella term for various
kinds of gameful solutions in educational and learning context. Thus studies where the term
gamification has not been included are outside the scope of this review. Furthermore, we have not
limited the data in terms of educational level or type of education. In other words, the reviewed
studies contain studies on gamification e.g. in higher education and vocational training as well as
in basic education. This criterion to include all empirical studies exploring gamification in any
educational or learning context is also the most probable reason for the significant difference
between the number of reviewed papers in this and in prior reviews on gamification of education
research.
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Appendix
The full references of the reviewed studies can be found from the online appendix:
https://www.dropbox.com/s/a6gngp4f7xnb8b1/Gamification_of_Education_and_Learning-
Appendix.pdf?dl=0
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... This approach has been widely adopted by institutions of higher learning in various educational contexts worldwide to enhance students' 21st-century skills. As a result, this approach is defined as using game elements and mechanics in non-game contexts to enhance engagement and motivation and achieve lesson outcomes (Majuri et al., 2018) [3]. It involves standard common game features such as points, scores, badges, leaderboards, progress bars, ranks, rewards or incentives. ...
... This approach has been widely adopted by institutions of higher learning in various educational contexts worldwide to enhance students' 21st-century skills. As a result, this approach is defined as using game elements and mechanics in non-game contexts to enhance engagement and motivation and achieve lesson outcomes (Majuri et al., 2018) [3]. It involves standard common game features such as points, scores, badges, leaderboards, progress bars, ranks, rewards or incentives. ...
... As previously outlined by a study conducted by Ribeiro et al. (2018), immediate feedback is one of the benefits of this approach, as it allows students to identify strengths and weaknesses to adjust their learning strategies [4]. As such, this, in turn, promotes interactive learning that involves active exploration, discovery and experimentation through scenarios and role-play, which makes learning fun as students manipulate activities through technology-enhanced tools and applications (Majuri et al., 2018) [3]. ...
... The next phase led to an (ongoing) series of class-room based teaching experiments for design students in Denmark (3 classes at bachelor level) and Turkey (1 bachelor and 1 master´s) classes. The focus on the link between theory and practice led to a decision to use game design, argued for by Majuri et al. [6] as means to strengthen the link between design "tools of inquiry" [7] and the supporting theory. The work represents an attempt to make explicit that there is a link from UD theory to the tools used and on to the type of data gathered (quantitative, qualitative, mixed methods). ...
... Gamification is an approach that uses rules-based or free play behaviours in various settings to encourage different mental approaches and actions [18,19]. Majuri et al. [6] note the effectiveness of gamification for human engagement and write that "it is not surprising that gamification has been especially addressed and implemented in the realm of education where supporting and retaining engagement is a constant challenge." Huotari & Hamari [18] are among the earliest to try defining gamification [19, p.9). ...
... Deterding et al [19, p.9] suggest it is the "use of game design elements in non-game contexts". Majuri et al. [6], write that the interest of studies has been on quantifiable factors such as course and assignment grades (rather than, say, content or non-quantitative objectives. ...
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... In the fields of humancomputer interaction (HCI) and user experience (UX), gamification influences the development, evaluation, and experience of interactive systems [8]. However, gamification research encounters challenges, including insufficient theoretical support, diverse combinations of game elements, heterogeneous findings, and a lack of objective metrics and validated questionnaires [14,15,27,29,31,35,38]. To address these gaps, we established a study protocol and designed a gamified digital learning platform for a future randomized control trial (RCT). ...
... We set up a digital course about autism spectrum disorder (ASD) within a gamified digital learning platform, which was adapted to four different versions containing different embedded game elements representing the IG (IGPoints: "points," IGChallenges: "challenges, " IGBadges: "badges, " and IGAll: "points + challenges + badges") and one version without embedded game elements, representing the CG. These game elements ("points", "challenges" and "badges") were chosen because they are both the most used and the most controversial in the literature concerning learning processes, since, together with other elements, they present positive, mixed, and negative results [15]. Thus, we aimed to examine the impact of individual game elements on outcomes by comparing them to a group where all elements were present together and a group with no game elements. ...
... [20] Integrarea elementelor de gamificare într-o platformă de e-learning poate contribui semnificativ la îmbunătățirea motivației utilizatorilor. [21], [22] În acest context, diverse elemente precum punctele și nivelurile pot fi folosite pentru a oferi utilizatorilor un sentiment de progres și realizare pe măsură ce completează activități și sarcini în cadrul cursurilor. Nivelurile pot fi atinse prin acumularea de puncte, oferindu-le astfel utilizatorilor o măsură a dezvoltării lor. ...
... Compararea progresului și realizărilor cu ceilalți participanți poate stimula utilizatorii să-și depășească propriile limite și să-și dezvolte noi abilități. [21] De asemenea, misiunile și provocările pot fi implementate în cursuri pentru a crea un parcurs de învățare structurat și angajant, care să încurajeze utilizatorii să exploreze și să-și aprofundeze cunoștințele. Prin atingerea acestor obiective, utilizatorii pot debloca recompense și realizări care să le ofere satisfacție și să-i motiveze să continue să învețe. ...
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The article analyses the current platforms for digital education, identifying the key needs of participants in the educational process and presenting innovative solutions, based on recent research and well-founded theories, to respond to these needs effectively. The EdSense platform addresses the challenges of digitizing education with a creative approach, integrating artificial intelligence and augmented reality to create a ubiquitous, accessible and personalized learning environment. Gamification elements and augmented reality enrich the learning experience, turning it into an engaging and collaborative adventure. Adapting flexibly to the school curriculum and individual student needs through its artificial intelligence component, it offers an adaptive, interactive and deeply personalized learning style. The analysis of similar approaches, as well as the integrative, complex, but well-modularized architecture of the system, profiles EdSense as a reference model for the future of digital education.
... At first, gamification was considered to be the addition of certain elements of the game to the lesson, but nowadays computer games and programs are used in the lessons. Оқытуда геймификацияны қолдану оқушылардың ынтасын және қатысуын арттырады, сонымен қатар оқушылардың қарым-қатынасын жақсартады (Majuri, Koivisto, & Hamari, 2018). ...
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In today's educational environment, it is essential to introduce innovative methods to increase students' activity and improve learning results. In this study, a detailed examination of domestic and foreign literature is conducted to analyze gamification's effectiveness and specific aspects in various educational settings. The main goal of the study is to evaluate the effectiveness of gamification in the educational system of Kazakhstan, paying special attention to the use of gamification in teaching physics. To achieve this goal, mixed methods were used, including qualitative and quantitative analysis. The survey involved 59 randomly selected students of 8 and 10 grades of general education schools in Kazakhstan and studied a set of tasks related to the game in the classroom. The results of the survey showed that gamification is accepted as an effective method in the teaching of physics in the Kazakhstan education system. Pupils' attitudes towards game-based learning were positive, indicating an improvement in their motivation and engagement levels, as well as an improvement in their understanding of physics. To increase student engagement in STEM subjects, educators should consider incorporating gamification into the curriculum.
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Context: While most research shows positive effects of gamification, the focus on its adverse effects is considerably smaller and further understanding is needed. Objective: To provide a comprehensive overview on research reporting negative effects of game design elements and to provide insights into the awareness of developers on these effects and into how they could be considered in practice. Method: We conducted a systematic mapping study of the negative effects of game design elements on education/learning systems. We also held a focus group discussion with developers of a gamified software, discussing the mapping study results with regard to their awareness and perceptions on the reported negative effects in practice. Results: The mapping study revealed 87 papers reporting undesired effects of game design elements. We found that badges, leaderboards, competitions, and points are the game design elements most often reported as causing negative effects. The most cited negative effects were lack of effect, worsened performance, motivational issues, lack of understanding, and irrelevance. The ethical issues of gaming the system and cheating were also often reported. As part of our results, we map the relations between game design elements and the negative effects that they may cause. The focus group revealed that developers were not aware of many of the possible negative effects and that they consider this type of information useful. The discussion revealed their agreement on some of those potential negative effects and also some positive counterparts. Conclusions: Gamification, when properly applied, can have positive effects on education/learning software. However, gamified software is also prone to generate harmful effects. Revealing and discussing potentially negative effects can help to make more informed decisions considering their trade-off with respect to the expected benefits.
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Following insights from the impact of technology on education and the implementation of innovative strategies in the classroom, there has been a recent growing interest in exploring storied pedagogy in the classroom. The present study contributes to this growing body of studies by assessing the utilization of personal narratives or stories in ongoing lessons. This study seeks to achieve two main objectives. All fourteen lecturers at the Department of English Education, University of Education, Winneba and twenty randomly selected students were included in the study. In all, a total of nine non-relational and four relational instances were recorded and analyzed. The relational digressional instances facilitated understanding on the part of students since the stories made lessons relatively easy to understand. The non-relational digression instances also played a significant role in enhancing teaching and learning. These instances highlighted the affective and didactic dimensions of classroom teaching and learning. All the non-relational digression instances allowed students and the lecturer to engage in issues unrelated to the lecture. These occasions encouraged students to put off their affective filters to relax and be mentally ready when the lecture resumed. The study confirms established studies that storied pedagogy or the inclusion of personal narratives in ongoing lessons effectively enhances teaching and learning. It also has implications for further research in storied pedagogy, teacher’s digressional instances in the classroom and how digressions can be utilized to ease learners’ anxiety in the classroom. Article visualizations: </p
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Gamification has become a widely applied technique in the digital platform sector. Despite prior research exploring gamification in various contexts from different angles, an integrated empirical study has yet to draw cohesive conclusions from these findings. This study, utilizing data from 34 papers (N = 35,856), has developed a meta-analytic framework comprised of 17 paths. Through this framework, we have identified immersion, achievement, and social as core gamification affordance constructs, as well as functional value, emotional value, and social value as perceived value constructs, and we have also designated user behavior as the outcome, utilizing the stimulus-organism-response (SOR) framework. The research results indicate that emotional value has a profound effect on behavior, with context, platform, and country moderating to the gamification mechanism. This study has significant implications for the further advancement of gamification in the digital platform.
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Today, our reality and lives are increasingly game-like, not only because games have become a pervasive part of our lives, but also because activities, systems and services are increasingly gamified. Gamification refers to designing information systems to afford similar experiences and motivations as games do, and consequently, attempting to affect user behavior. In recent years, popularity of gamification has skyrocketed and manifested in growing numbers of gamified applications, as well as a rapidly increasing amount of research. However, this vein of research has mainly advanced without an agenda, theoretical guidance or a clear picture of the field. To make the picture more coherent, we provide a comprehensive review of the gamification research (N = 819 studies) and analyze the research models and results in empirical studies on gamification. While the results in general lean towards positive findings about the effectiveness of gamification, the amount of mixed results is remarkable. Furthermore, education, health and crowdsourcing as well as points, badges and leaderboards persist as the most common contexts and ways of implementing gamification. Concurrently, gamification research still lacks coherence in research models, and a consistency in the variables and theoretical foundations. As a final contribution of the review, we provide a comprehensive discussion, consisting of 15 future research trajectories, on future agenda for the growing vein of literature on gamification and gameful systems within the information system science field.
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Gamification of education is a developing approach for increasing learners’ motivation and engagement by incorporating game design elements in educational environments. With the growing popularity of gamification and yet mixed success of its application in educational contexts, the current review is aiming to shed a more realistic light on the research in this field by focusing on empirical evidence rather than on potentialities, beliefs or preferences. Accordingly, it critically examines the advancement in gamifying education. The discussion is structured around the used gamification mechanisms, the gamified subjects, the type of gamified learning activities, and the study goals, with an emphasis on the reliability and validity of the reported outcomes. To improve our understanding and offer a more realistic picture of the progress of gamification in education, consistent with the presented evidence, we examine both the outcomes reported in the papers and how they have been obtained. While the gamification in education is still a growing phenomenon, the review reveals that (i) insufficient evidence exists to support the long-term benefits of gamification in educational contexts; (ii) the practice of gamifying learning has outpaced researchers’ understanding of its mechanisms and methods; (iii) the knowledge of how to gamify an activity in accordance with the specifics of the educational context is still limited. The review highlights the need for systematically designed studies and rigorously tested approaches confirming the educational benefits of gamification, if gamified learning is to become a recognized instructional approach.
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The idea that game design can inspire the design of motivating, enjoyable interactive systems has a long history in human-computer interaction. It currently experiences a renaissance as gameful design, often implemented through gamification, the use of game design elements in nongame contexts. Yet there is little research-based guidance on designing gameful systems. This article therefore reviews existing methods and identifies challenges and requirements for gameful design. It introduces a gameful design method that uses skill atoms and design lenses to identify challenges inherent in a user's goal pursuit and restructure them to afford gameplay-characteristic motivating, enjoyable experiences. Two case studies illustrate the method. The article closes by outlining how gameful design might inform experience-driven design more generally.
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While gamification is gaining ground in business, marketing, corporate management, and wellness initiatives, its application in education is still an emerging trend. This article presents a study of the published empirical research on the application of gamification to education. The study is limited to papers that discuss explicitly the effects of using game elements in specific educational contexts. It employs a systematic mapping design. Accordingly, a categorical structure for classifying the research results is proposed based on the extracted topics discussed in the reviewed papers. The categories include gamification design principles, game mechanics, context of applying gamification (type of application, educational level, and academic subject), implementation, and evaluation. By mapping the published work to the classification criteria and analyzing them, the study highlights the directions of the currently conducted empirical research on applying gamification to education. It also indicates some major obstacles and needs, such as the need for a proper technological support, for controlled studies demonstrating reliable positive or negative results of using specific game elements in particular educational contexts, etc. Although most of the reviewed papers report promising results, more substantial empirical research is needed to determine whether both extrinsic and intrinsic motivation of the learners can be influenced by gamification.
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Gamification has drawn the attention of academics, practitioners and business professionals in domains as diverse as education, information studies, human-computer interaction, and health. As yet, the term remains mired in diverse meanings and contradictory uses, while the concept faces division on its academic worth, underdeveloped theoretical foundations, and a dearth of standardized guidelines for application. Despite widespread commentary on its merits and shortcomings, little empirical work has sought to validate gamification as a meaningful concept and provide evidence of its effectiveness as a tool for motivating and engaging users in non-entertainment contexts. Moreover, no work to date has surveyed gamification as a field of study from a human-computer studies perspective. In this paper, we present a systematic survey on the use of gamification in published theoretical reviews and research papers involving interactive systems and human participants. We outline current theoretical understandings of gamification and draw comparisons to related approaches, including alternate reality games (ARGs), games with a purpose (GWAPs), and gameful design. We present a multidisciplinary review of gamification in action, focusing on empirical findings related to purpose and context, design of systems, approaches and techniques, and user impact. Findings from the survey show that a standard conceptualization of gamification is emerging against a growing backdrop of empirical participants-based research. However, definitional subjectivity, diverse or unstated theoretical foundations, incongruities among empirical findings, and inadequate experimental design remain matters of concern. We discuss how gamification may to be more usefully presented as a subset of a larger effort to improve the user experience of interactive systems through gameful design. We end by suggesting points of departure for continued empirical investigations of gamified practice and its effects.
Chapter
What if every part of our everyday life was turned into a game? The implications of “gamification.” What if our whole life were turned into a game? What sounds like the premise of a science fiction novel is today becoming reality as “gamification.” As more and more organizations, practices, products, and services are infused with elements from games and play to make them more engaging, we are witnessing a veritable ludification of culture. Yet while some celebrate gamification as a possible answer to mankind's toughest challenges and others condemn it as a marketing ruse, the question remains: what are the ramifications of this “gameful world”? Can game design energize society and individuals, or will algorithmicincentive systems become our new robot overlords? In this book, more than fifty luminaries from academia and industry examine the key challenges of gamification and the ludification of culture—including Ian Bogost, John M. Carroll, Bernie DeKoven, Bill Gaver, Jane McGonigal, Frank Lantz, Jesse Schell, Kevin Slavin, McKenzie Wark, and Eric Zimmerman. They outline major disciplinary approaches, including rhetorics, economics, psychology, and aesthetics; tackle issues like exploitation or privacy; and survey main application domains such as health, education, design, sustainability, or social media.
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The use of games in education represents a promising tool to motivate and engage students in their learning process. Most of previous research on the topic has focused to develop theoretical frameworks or to conduct experiments as a means to analyse learning outcomes such as knowledge retention, problem‐solving skills gains or attitudes toward game‐based learning. Nevertheless, little research has focused on providing a comprehensive literature review, which will help researchers to better understand how this stream of research has evolved over the last years. In this study, we use a bibliometric, social network and text mining analysis in order to provide useful up‐to‐date information to picture the state of the art about current research and evolution of the topic. Analysis on a sample of 139 articles published in top journals over the last 5 years (2010–2014) allowed identifying relevant authors and institutions, key constructs and themes involved, and trends of knowledge development. Main findings suggest an increasing academic interest on the topic over the last 5 years and a wide variety of constructs that were clustered in four main themes that we named: (i) effectiveness , (ii) acceptance , (iii) engagement and (iv) social interactions . Future research lines are also addressed. Lay Description What is currently known about the use of games in education Games can increase students' intrinsic motivation to learn. Games support active learning. Games facilitate scaffolded instruction based on each individual student's needs. What this paper adds to this This study identifies the most relevant researchers in this research area. This study identifies the most relevant institutions involved in this research area. This study identifies the main topics and themes researched by researchers. This study identifies the main methodological approach used by researchers. Findings for practitioners Relevant researchers and institutions to collaborate with. Topics and themes under research. Methods used to research the use of games in education.
Conference Paper
We synthesized the literature on gamification of education by conducting a review of the literature on gamification in the educational and learning context. Based on our review, we identified several game design elements that are used in education. These game design elements include points, levels/stages, badges, leaderboards, prizes, progress bars, storyline, and feedback. We provided examples from the literature to illustrate the application of gamification in the educational context.