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Gamification in Education: Key Insights

This document provides a literature review of related studies on the use of gamification in education. It summarizes 15 research studies that examined how gamification affects student motivation, learning, and performance. It also reviews related literature on the topic, including books and journal articles that discuss the benefits of gamification and the need for further research on effective gamification design elements and strategies in classroom settings.

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Josette Bonador
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© All Rights Reserved
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0% found this document useful (0 votes)
108 views7 pages

Gamification in Education: Key Insights

This document provides a literature review of related studies on the use of gamification in education. It summarizes 15 research studies that examined how gamification affects student motivation, learning, and performance. It also reviews related literature on the topic, including books and journal articles that discuss the benefits of gamification and the need for further research on effective gamification design elements and strategies in classroom settings.

Uploaded by

Josette Bonador
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

CHAPTER 2 NOTES

RELATED STUDIES

1 Welbers, K., Konijn, E. A., Burgers, C., de Vaate, A. B., Eden, A., & Brugman, B. C. (2019).
Gamification as a tool for engaging student learning: A field experiment with a gamified
app. E-Learning and Digital Media, 16(2), 92–109.
[Link]

2 Wells, D., & Fotaris, P. (2017). Game-based learning in schools: trainee teacher perceptions
in implementing gamified approaches. In Proceedings of the 11th European Conference on
Games Based Learning ECGBL 2017 (pp. 754-762). Academic Conferences and Publishing
International Limited. [Link]
[Link]

3 Cózar-Gutiérrez, R., & Sáez-López, J. M. (2016). Game-based learning and gamification in


initial teacher training in the social sciences: an experiment with MinecraftEdu.
International Journal of Educational Technology in Higher Education, 13(1), 1–5.
[Link]

4 Campillo-Ferrer, J.-M., Miralles-Martínez, P., & Sánchez-Ibáñez, R. (2020). Gamification in


Higher Education: Impact on Student Motivation and the Acquisition of Social and Civic
Key Competencies. Sustainability, 12(12), 4822. [Link]

5 Yildirim, I. (2017). The effects of gamification-based teaching practices on student


achievement and students’ attitudes toward lessons. The Internet and Higher Education,
33, 86–92. [Link]

6 Hew, K. F., Huang, B., Chu, K. W. S., & Chiu, D. K. W. (2016). Engaging Asian students
through game mechanics: Findings from two experiment studies. Computers &
Education, 92–93, 221–236. [Link]

7 Bastean, J. K. (2018). The Effects of a Gamified Curriculum on High-School Students. Scholar


Commons. [Link]

8ALABBASI, D. (2017). Exploring Graduate Students’ Perspectives towards Using Gamification


Techniques in Online Learning. Turkish Online Journal of Distance Education, 180.
[Link]

9 Delello, J. A., Hawley, H., McWhorter, R. R., Gipson, C. S., & Deal, B. (2018). Gamifying
Education. International Journal of Web-Based Learning and Teaching Technologies,
13(4), 17–33. [Link]
10 Pektaş, M., & Kepceoglu, I. (2019). What do prospective teachers think about educational
gamification? Science Education International, 30(1), 65–74.
[Link]

11 Lanuza, M.H., Mendoza, R.V., Bayan, R.J., Elipane, L., Dimaculangan, K.A., & Hilario, F.F.
(2020). A Gamification Technique Through The Method Of A Lesson Study In Teaching
Probability. [Link]
[Link]

12 Arenas M., Dela Cruz J. (2019) Analyzing the Students Behavior with Down Syndrome in a
Gamified Learning Environment. International Journal of Recent Technology and
Engineering, 8(2), 1839–1845. [Link]

13Orbegoso, Michael. (2016). DESIGN AND DEVELOPMENT OF A GAMIFIED PROGRAM IN


SCIENCE: IMPLICATION TO ELEARNING ENVIRONMENTS.
10.13140/RG.2.1.3555.7363.

14 Conte, Potenciano Jr. D. (2017) Effect of Game-Based Learning on Students’ Performance


in Economics: A Case of “L-Akad para sa Pilipino”. PSU Journal of Education, Management and
Social Sciences. [Link]

15Maligalig, J. P. (2015). Game-based Learning Approaches as Implemented in the University

of the Philippines Los Baños (Abstract). [Link].

[Link]

ed_in_the_University_of_the_Philippines_Los_Ba%C3%B1os_Abstract_

16 Tolentino, Analyn. (2018). Gamified Science Instruction and Its Effect to Student Motivation
and Achievement in Science.
[Link]
fect_to_Student_Motivation_and_Achievement_in_Science

17 Garcia, M. B. (2017). Delivering Effective Digital Game-Based Learning: A Comparative

Study Between Computer and Mobile as the Learning Framework for Preschoolers.

Https://[Link].

[Link]
ng_A_Comparative_Study_Between_Computer_and_Mobile_as_the_Learning_Framewo

rk_for_Preschoolers

18 Landicho, J.A., Cerna, A.P., Marapao, J.J., Balhin, G.P., & Paid, R.M. (2017). Hortari: A
Gamification Application for Engaged Teaching and Learning in Higher Education. Journal of e-
learning and knowledge society, 13. [Link]
19
20

RELATED LITERATURE

21 Oxford Analytica. (2016). Gamification and the Future of Education.

[Link]

b2f8-ff0000a7ddb6

22 Kim, S., Song, K., Lockee, B., & Burton, J. (2017). Gamification in Learning and Education:

Enjoy Learning Like Gaming (Advances in Game-Based Learning) (1st ed. 2018 ed.).

Springer.

23 Kim, S., Song, K., Lockee, B., & Burton, J. (2017). Gamification in Learning and Education: Enjoy
Learning Like Gaming (Advances in Game-Based Learning) (1st ed. 2018 ed.). Springer. page 15
24 Kim, S., Song, K., Lockee, B., & Burton, J. (2017). Gamification in Learning and Education: Enjoy
Learning Like Gaming (Advances in Game-Based Learning) (1st ed. 2018 ed.). Springer. page 15

25 Gamified learning in higher education: A systematic review of the literature. (2018, October

1). ScienceDirect. [Link] page

3
26 Kapp, K. M. (2012). The Gamification of Learning and Instruction: Game-Based Methods

and Strategies for Training and Education. Pfeiffer.

27 Dichev, C., & Dicheva, D. (2017). Gamifying education: what is known, what is believed and

what remains uncertain: a critical review. International Journal of Educational

Technology in Higher Education, 14(1), 1. [Link]

28 Ortiz, M., Chiluiza, K., & Valcke, M. (2016b, July). GAMIFICATION IN HIGHER

EDUCATION AND STEM: A SYSTEMATIC REVIEW OF LITERATURE.

EDULEARN16 Proceedings, 1. [Link]

29 Oxford Analytica. (2016). Gamification and the Future of Education.


[Link]
ff0000a7ddb6

30 Wells, D., & Fotaris, P. (2017). Game-based learning in schools: trainee teacher perceptions
in implementing gamified approaches. In Proceedings of the 11th European Conference on
Games Based Learning ECGBL 2017 (p. 2). Academic Conferences and Publishing
International Limited. [Link]
[Link]
31 Kim, S., Song, K., Lockee, B., & Burton, J. (2017). Gamification in Learning and Education: Enjoy
Learning Like Gaming (Advances in Game-Based Learning) (1st ed. 2018 ed.) (p.5). Springer.

32 Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A

longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and


academic performance. Computers & Education, 80, 3.

[Link]

33 Sanchez, D. R., Langer, M., & Kaur, R. (2020). Gamification in the classroom: Examining

the impact of gamified quizzes on student learning. Computers & Education, 144, 2.

[Link]

34 Hitchens, M., & Tulloch, R. (2018). A gamification design for the classroom. Interactive

Technology and Smart Education, 15(1), 2. [Link]

35 Kiryakova, G., Angelova, N., & Yordanova, L. (2018). Gamification in Education (I. R.

Management Association, Ed.). [Link]

36 Alomari, I., Al-Samarraie, H., & Yousef, R. (2019). The Role of Gamification Techniques in

Promoting Student Learning: A Review and Synthesis. Journal of Information

Technology Education: Research, 18, 395–397. [Link]

37 Iosup, A., & Epema, D. (2014). An experience report on using gamification in technical

higher education. Proceedings of the 45th ACM Technical Symposium on Computer

Science Education - SIGCSE ’14, 2. [Link]

38 Nicholson, S. (2013). Exploring Gamification Techniques for Classroom Management |

Semantic Scholar. Semanticscholar. [Link]


Gamification-Techniques-for-Classroom-

Nicholson/554783399a8d4e28af1f49faf2ed7fb3d0dc13d7

39 Alomari, I., Al-Samarraie, H., & Yousef, R. (2019). The Role of Gamification Techniques in

Promoting Student Learning: A Review and Synthesis. Journal of Information

Technology Education: Research, 18, 395–397. [Link]

40 Erickson, A., Lundell, J., Michela, E., & Pfleger, P. I. (2020).


Gamification. In R. Kimmons & S. Caskurlu (Eds.), The Students' Guide
to Learning Design and Research. EdTech Books.
[Link]
41 DO 39, s. 2016 – Adoption of the Basic Education Research Agenda | Department of

Education. (2016b, June 10). [Link]. [Link]

39-s-2016-adoption-of-the-basic-education-research-agenda

42 Funa, A. (2019). Developing Gamified Instructional Materials in Genetics for Grade 12

STEM. [Link].

[Link]

Genetics_for_Grade_12_STEM

43 Lanuza, M. H. (2020). [PDF] Integrative Gamification Technique In Teaching Specialization

Courses In Mathematics | Semantic Scholar. [Link].


[Link]

Teaching-In-Lanuza

44
45

Common questions

Powered by AI

Gamification in higher education primarily benefits student motivation and the acquisition of social and civic competencies . It enhances student engagement by integrating game mechanics, which can improve both academic performance and intrinsic motivation . Additionally, gamification has been found to foster social comparison and effort among students, leading to heightened satisfaction with the learning process .

Innovative design features proposed to enhance the educational impact of gamification include adaptive learning paths, personalized feedback systems, and integration of augmented reality to create immersive experiences . These features aim to tailor the learning experience to individual learner needs, thus increasing engagement and efficacy. Gamified environments that incorporate narrative elements and role-playing also contribute to deeper learning by allowing students to explore different perspectives and develop critical thinking skills . Additionally, real-time analytics can provide both students and educators with insights into performance and areas for improvement .

Trainee teachers generally perceive gamification positively, seeing it as a beneficial approach to increase engagement and motivation in students. However, they also express concerns about its implementation, particularly regarding the complexity and time required to effectively integrate gamification into existing curriculum structures . This balance of optimism with caution suggests a need for structured training and perhaps simpler, more intuitive tools for gamification .

The effectiveness of digital game-based learning varies between mobile and computer platforms due to differences in accessibility, user interface, and engagement levels. Mobile platforms offer greater accessibility and convenience, allowing learners to engage with content anytime and anywhere, which can enhance learning continuity . Meanwhile, computer platforms may provide a more stable and comprehensive environment for detailed and complex content, supporting a more structured learning experience . Both platforms can be effective, but their impact depends on the specific learning objectives and the context in which they are used .

Social comparison in gamified classrooms can significantly influence student outcomes by creating an environment where learners are motivated to improve their performance relative to their peers. This dynamic can lead to higher levels of engagement, effort, and academic performance as students strive to meet or exceed the achievements of others . However, if not managed carefully, it can also lead to negative consequences such as stress and reduced self-esteem among lower-performing students .

Gamification increases student motivation and achievement in science education by incorporating elements such as challenges, rewards, and immediate feedback, which promote active learning and sustained interest in the subject. These game-like features help students develop a positive attitude towards difficult concepts and encourage a growth mindset, leading to improved academic performance . Additionally, gamification fosters a fun and engaging learning environment that can make science more accessible and less daunting .

Gamification facilitates the acquisition of social and civic competencies in higher education by encouraging collaboration, communication, and problem-solving within a framework that simulates real-world challenges. It promotes active participation and reflection on civic duties and social responsibilities, which are critical components of these competencies. Through gamified tasks and team activities, students can experience the outcomes of their decisions and actions in a controlled environment, thus enhancing their understanding and skills in these areas .

Teachers perceive gamification techniques as having predominantly positive effects on student learning behaviors and attitudes. They note increased engagement, motivation, and willingness to participate actively in class activities. Teachers also report that students appear to enjoy learning more and are more likely to demonstrate curiosity and perseverance when gamified elements are involved . However, some teachers express concerns that gamification might lead to surface learning if not implemented thoughtfully, focusing too much on rewards rather than deeper understanding .

Graduate students have identified several challenges in implementing gamification in online learning environments, including the difficulty of maintaining student engagement without face-to-face interaction and the potential for technology barriers. They also cite the need for robust platforms that can support gamified elements seamlessly and efficiently . Another challenge is the adaptation of content to suit gamified formats without diminishing academic rigor .

Game-based learning tools such as MinecraftEdu can enhance initial teacher training in social sciences by providing an interactive platform that allows for experiential learning and experimentation. This approach can help trainees to visualize complex social concepts and foster creativity in lesson planning . These tools also encourage collaboration among peers, which is crucial in social science education .

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