Gamification implementation for educational purposes: a scoping review (2013-2018)


Polat E.

Educational Technology Quarterly (ETQ, Educ. Technol. Q), cilt.2023, ss.367-400, 2023 (Hakemli Dergi)

Özet

This review paper examines a worldwide phenomenon, gamification, in the educationalcontext. After the high popularity of video games, the integration of gamification in the learning contexthas become one of the practices that have a considerable impact on learning. It is important to contributeto the literature on the educational value of gamification by providing a literature review of some aspectsof the studies that have emerged in the field of educational gamification (EG) over a five-year period.It is crucial to have a more complete understanding of educational gamification without restrictingemerged literature to defined criteria so that it can be discussed in relation to how much of an impact ithas on learning outcomes. The current study systematically reviewed four well-known social sciencedatabases for studies on gamification in education published between January 2013 and April 2018. Thestudy yielded 141 relevant papers that focused on only educational gamification concept and excludedother game related approaches. The findings indicate that gathering data regarding learner opinions onthe application of gamification is the most frequent (N=34) study goal of these studies. Although themajority of papers highlight that gamification increases learner motivation and engagement, there isnot yet enough data in this large body of research to conclusively state that using gamification wouldenhance learning and academic performance at the same level in every context. The findings imply thatcareful design based on instructional goals and context, as well as the needs of the students, is necessaryfor integration of gamification to serve its purpose effectively. To sum up, ensuring the description ofthe most accurate implementation process for specific education contexts and subject fields may stillbe challenging, given the use This review paper examines a worldwide phenomenon, gamification, in the educationalcontext. After the high popularity of video games, the integration of gamification in the learning contexthas become one of the practices that have a considerable impact on learning. It is important to contributeto the literature on the educational value of gamification by providing a literature review of some aspectsof the studies that have emerged in the field of educational gamification (EG) over a five-year period.It is crucial to have a more complete understanding of educational gamification without restrictingemerged literature to defined criteria so that it can be discussed in relation to how much of an impact ithas on learning outcomes. The current study systematically reviewed four well-known social sciencedatabases for studies on gamification in education published between January 2013 and April 2018. Thestudy yielded 141 relevant papers that focused on only educational gamification concept and excludedother game related approaches. The findings indicate that gathering data regarding learner opinions onthe application of gamification is the most frequent (N=34) study goal of these studies. Although themajority of papers highlight that gamification increases learner motivation and engagement, there isnot yet enough data in this large body of research to conclusively state that using gamification wouldenhance learning and academic performance at the same level in every context. The findings imply thatcareful design based on instructional goals and context, as well as the needs of the students, is necessaryfor integration of gamification to serve its purpose effectively. To sum up, ensuring the description ofthe most accurate implementation process for specific education contexts and subject fields may stillbe challenging, given the use of gamification in many distinct disciplines. Furthermore, educationalgamification is studied in many contexts with various expectations, and the outcomes would inevitably bedifferent. This review categorized the numerous educational advantages and challenges of gamification.of gamification in many distinct disciplines. Furthermore, educationalgamification is studied in many contexts with various expectations, and the outcomes would inevitably bedifferent. This review categorized the numerous educational advantages and challenges of gamification.