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March 2, 2026SHILAP Revista de lepidopterología0 citationsOpen Access

A systematic literature review of the global experience of applying the gamification approach in teaching school geography

NSNazerke ShernayYIYerlan IssakovNUNurbol Ussenov

Key Points

  • The study evaluates the effectiveness and challenges of gamification in school geography teaching.
  • Conducted a systematic literature review following the PRISMA protocol and PICOS criteria.
  • Analyzed 40 scientific articles published between 2019 and 2024 from Scopus and Google Scholar.
  • Used VOSviewer software for bibliometric visualization of themes and connections.
  • Gamification positively affects students' motivation and cognitive development.
  • Challenges include limited exploration of subject-specific digital tools and adapting content for diverse learners.
  • Insufficient empirical studies and representation from developing countries were noted.

Abstract

The rapid development of innovative learning technologies in recent years has served as a basis for the transition from traditional teaching methods to interactive, learner-centered approaches. Among such methods, gamification is recognized as a promising pedagogical tool aimed at increasing students’ interest, motivation and engagement in learning. This article proposes a systematic literature review (SLR) of research on the use of gamification in school geography teaching. This review followed the PRISMA protocol and PICOS criteria to ensure transparency and reproducibility. The purpose of the study-Evaluating the effectiveness and directions of gamification in geography lessons and identifying problems arising in the process of its implementation in practice. The research was based on the PRISMA methodology. The search in the international databases Scopus and Google Scholar initially resulted in 22,712 documents. After refining the search, duplicates and irrelevant papers were excluded and 40 scientific articles published between 2019 and 2024 were analyzed in depth. VOSviewer software was used to visualize bibliometric connections and thematic clusters. The results showed that gamification has a positive effect on students’ cognitive development, motivation and spatial reasoning. However, the use of subject-specific digital tools, adapting content to match students’ learning styles, and assessing long-term changes in motivation have not been sufficiently explored. Experience with interactive maps, mobile applications and VR/AR technologies, especially in geography, is rare. Infrastructure, teacher training and challenges of adaptation in rural school settings also require attention. The results show that gamification has a positive effect on students’ motivation and cognitive development, but the limitations are related to the small number of empirical studies and insufficient representation of developing countries. Future research should evaluate the long-term effects of gamification and the possibilities of its wider application in geography teaching.

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Cite This Study

Shernay et al. (2026) studied this question.

synapsesocial.com/papers/69a52920f1e85e5c73bf0835https://doi.org/10.3389/feduc.2026.1722540
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