Gamifying education: what is known, what is believed and what remains uncertain: a critical review
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...
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Published in | International Journal of Educational Technology in Higher Education Vol. 14; no. 1; pp. 1 - 36 |
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Main Authors | , |
Format | Journal Article |
Language | English |
Published |
Cham
Springer International Publishing
20.02.2017
Springer Nature B.V SpringerOpen |
Subjects | |
Online Access | Get full text |
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Abstract | 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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AbstractList | 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. Abstract 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. |
ArticleNumber | 9 |
Author | Dichev, Christo Dicheva, Darina |
Author_xml | – sequence: 1 givenname: Christo surname: Dichev fullname: Dichev, Christo organization: Winston-Salem State University – sequence: 2 givenname: Darina orcidid: 0000-0001-5590-0282 surname: Dicheva fullname: Dicheva, Darina email: dichevad@wssu.edu organization: Winston-Salem State University |
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and Games, UK year: 2014 ident: 42_CR34 – ident: 42_CR41 doi: 10.1145/2659532.2659620 – start-page: 205 volume-title: TEEM ‘14 2nd International Conference on Technological Ecosystems for Enhancing Multiculturality, Salamanca, Spain year: 2014 ident: 42_CR78 doi: 10.1145/2669711.2669901 – start-page: 216 volume-title: ACM SAC’14 Conference, Gyeongju, South Korea year: 2014 ident: 42_CR10 – start-page: 50 volume-title: 8th European Conference on Games Based Learning year: 2014 ident: 42_CR14 – ident: 42_CR49 doi: 10.1145/2676723.2677240 – ident: 42_CR70 doi: 10.1007/s11031-006-9051-8 – volume: 51 start-page: 143 issue: 1 year: 2014 ident: 42_CR55 publication-title: Teorija in Praksa – volume-title: Reality is broken: why games make us better and how they can change the world year: 2011 ident: 42_CR56 – ident: 42_CR61 – start-page: 1 volume-title: Proceedings of the International HCI and UX Conference (CHIuXiD’15), Indonesia year: 2015 ident: 42_CR84 doi: 10.1145/2742032.2742033 – volume: 2 start-page: 3 issue: 2 year: 2015 ident: 42_CR87 publication-title: International Journal of Serious Games doi: 10.17083/ijsg.v2i2.58 – ident: 42_CR31 doi: 10.2139/ssrn.2694736 – volume: 45 start-page: 769 year: 2015 ident: 42_CR47 publication-title: Simulation & Gaming doi: 10.1177/1046878114563662 – volume: 55 start-page: 68 year: 2000 ident: 42_CR71 publication-title: American Psychologist doi: 10.1037/0003-066X.55.1.68 |
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Snippet | Gamification of education is a developing approach for increasing learners’ motivation and engagement by incorporating game design elements in educational... Gamification of education is a developing approach for increasing learners' motivation and engagement by incorporating game design elements in educational... Abstract Gamification of education is a developing approach for increasing learners’ motivation and engagement by incorporating game design elements in... |
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SubjectTerms | Computer Appl. in Social and Behavioral Sciences Computer Science Computers and Education Critical literature review Education Educational Benefits Educational Environment Educational Research Educational Technology Empirical studies Game Based Learning Gamification Gamification in education Gamifying learning Higher Education Humanities Information Systems Applications (incl.Internet) Law Learning Learning Activities Learning Processes Literature reviews Research Methodology Review Article Statistics for Social Sciences |
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Title | Gamifying education: what is known, what is believed and what remains uncertain: a critical review |
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