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Abstract Gamification, when properly implemented in education and training, can increase the engagement and motivation of learners and inspire them to change aspects of their behaviour to support learning. Although the use of gamification in the learning process might have a positive impact, its potential to strengthen education and training has not yet been confirmed. The descriptive literature review presented in this article synthesises studies and findings on the use of gamification in the education and training context. The authors used the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) model to select and analyse 46 publications from six bibliographic databases. They investigated the gamification theories, frameworks, models, elements and mechanics that can support learning. In addition, research was conducted to identify constraints, challenges and organisational impediments that may arise in gamified education and training programmes, to answer the question of how gamification can be implemented to achieve better learning outcomes. Findings show that further studies need to be conducted into this evolving learning approach. Overall, gamification is most likely to be effective when instructional design principles are used to ensure training content meets learners’ needs and expectations.
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Serafeim A. Triantafyllou
Aristotle University of Thessaloniki
Christos K. Georgiadis
Theodosios Sapounidis
Aristotle University of Thessaloniki
International Review of Education
Aristotle University of Thessaloniki
University of Macedonia
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Triantafyllou et al. (Wed,) studied this question.
synapsesocial.com/papers/6a12072f5a44baf580b4cfa5 — DOI: https://doi.org/10.1007/s11159-024-10111-8