Applying gamification in digital learning environments: educational content, dependent variables, educational levels
Subject Areas :
1 - دانشگاه ارومیه
Keywords: Learning environments, gamification, educational content, dependent variables, educational levels,
Abstract :
Learning through gamification has recently attracted the attention of teachers, practitioners and researchers in different subjects and educational levels. Gamified learning environments provide a set of conditions to improve the teaching and learning process by integrating game elements. This research seeks to examine the number of 54 articles for analysis to achieve research questions. Various databases such as Science Direct, Scopus, Wiley, IEEE Explorer, Eric, Web of Science, ACM Digital Library were used to search for related articles. The search period of this systematic research is limited to 2008 to 2021. After limiting the search by time frame and other review criteria, a total of 54 articles were included in the final analysis. The findings indicate that gamification has been used to gamify different educational subjects such as language, science, math, economics, etc. The most gamified educational subjects include English and mathematics, respectively, and the least gamified educational subjects are related to management, art, and geography. Various dependent variables have been investigated in the educational contents of gamified environments, which include learning performance, creativity, cooperation, interaction, academic progress, motivation, attitude, self-regulation and conflict. Among these dependent variables examined in the articles, most of them are related to learning performance. The findings of this study provide suggestions and insights to educators and researchers for future research.
References
Abdan Syakuran, R., & Afrianto, I. (2022). Implementation of Gamification in Mathematics m-Learning Application to Creating Student Engagement. International Journal of Advanced Computer Science and Applications, 13(7).
Arias Aranda, D., Bustinza Sánchez, O. F., & Djundubaev, R. (2016). Effects of gamified business simulations on entrepreneurial attitude at high school level. Revista de Educacion, 2016(371), 126–149. https://doi.org/10.4438/1988-592X-RE-2015-371-311
Attali, Y., & Arieli-Attali, M. (2015). Gamification in assessment: Do points affect test performance? Computers and Education, 83, 57–63. https://doi.org/10.1016/j.compedu.2014.12.012
Ault, M., Craig-Hare, J., Frey, B., Ellis, J. D., & Bulgren, J. (2015). The effectiveness of Reason Racer, a game designed to engage middle school students in scientific argumentation. Journal of Research on Technology in Education, 47(1), 21-40.
Azar, A. S., & Tan, N. H. I. (2020). The application of ICT techs (mobile-assisted language learning, gamification, and virtual reality) in teaching english for secondary school students in malaysia during covid-19 pandemic. Universal Journal of Educational Research, 8(11 C), 55–63. https://doi.org/10.13189/ujer.2020.082307
Banihashem, S. K., Dehghanzadeh, H., Clark, D., Noroozi, O., & Biemans, H. J. (2023). Learning analytics for online game-Based learning: a systematic literature review. Behaviour & Information Technology, 1-28. https://doi.org/10.1080/0144929X.2023.2255301
Barcomb, M., & Cardoso, W. (2020). Rock or lock? Gamifying an online course management system for pronunciation instruction: Focus on English /r/ and /l/. CALICO Journal, 37(2), 127–147. https://doi.org/10.1558/cj.36996
Caballé, S., & Clarisó, R. (2016). Formative Assessment, Learning Data Analytics and Gamification: In ICT Education: Morgan Kaufmann.
Çakıroğlu, Ü., & Güler, M. (2021). Enhancing statistical literacy skills through real life activities enriched with gamification elements: An experimental study. E-Learning and Digital Media, 18(5), 441–459. https://doi.org/10.1177/2042753020987016
Castañeda, M. A., Guerra, A. M., & Ferro, R. (2018). Analysis on the gamification and implementation of leap motion controller in the I.E.D. Técnico industrial de Tocancipá. Interactive Technology and Smart Education, 15(2), 155–164. https://doi.org/10.1108/ITSE-12-2017-0069
Chen, C. H., & Chiu, C. H. (2016). Employing intergroup competition in multitouch design-based learning to foster student engagement, learning achievement, and creativity. Computers and Education, 103, 99–113. https://doi.org/10.1016/j.compedu.2016.09.007
Chen, C. M., Li, M. C., & Chen, T. C. (2020). A web-based collaborative reading annotation system with gamification mechanisms to improve reading performance. Computers and Education, 144, 103697. https://doi.org/10.1016/j.compedu.2019.103697
Cheng, M., Su, C. Y., & Kinshuk, C. Y. (2020). Integrating smartphone-controlled paper airplane into gamified science inquiry for junior high school students: Https://Doi.Org/10.1177/0735633120953598, 59(1), 71–94. https://doi.org/10.1177/0735633120953598
Chu, M. W., & Fowler, T. A. (2020). Gamification of formative feedback in language arts and mathematics classrooms: Application of the learning error and formative feedback (LEAFF) model. International Journal of Game-Based Learning, 10(1), 1–18. https://doi.org/10.4018/IJGBL.2020010101
de Marcos Ortega, L., García-Cabo, A., & López, E. G. (2017). Towards the social gamification of e-learning: A practical experiment. The International journal of engineering education, 33(1), 66-73.
Dehghanzadeh, H., Fardanesh, H., Hatami, J., Talaee, E., & Noroozi, O. (2021). Using gamification to support learning English as a second language: a systematic review. Computer Assisted Language Learning, 34(7), 934-957.
Dehghanzadeh, H., Farrokhnia, M., Dehghanzadeh, H., Taghipour, K., & Noroozi, O. (2024). Using gamification to support learning in K‐12 education: A systematic literature review. British Journal of Educational Technology, 55(1), 34-70.
Dehghanzadeh, H., Ahmadigol, J., & Dehghanzadeh, H. (2023). The effect of the gamified learning environment on the improvement of creative thinking among undergraduate students in the university unit of Thinking Teaching. University Textbooks; Research and Writting, 27(52), 223-242. 10.30487/RWAB.2023.1995719.1557. [In Persian].
Deterding, S., Sicart, M., Nacke, L., O'Hara, K., & Dixon, D. (2011). Gamification. using game-design elements in non-gaming contexts. In CHI'11 extended abstracts on human factors in computing systems (pp. 2425-2428).
Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in education: A systematic mapping study. Journal of educational technology & society, 18(3), 75-88.
Ding, L., Er, E., & Orey, M. (2018). An exploratory study of student engagement in gamified online discussions. Computers & education, 120, 213-226.
Duarte, S., & Cruz, M. (2018). The gamification catalysis framework within the primary English teaching process: The quest for a transformative classroom. Revista Lusófona de Educação, 41, 63-82.
Fan, K. K., Xiao, P. wei, & Su, C. H. (2015). The effects of learning styles and meaningful learning on the learning achievement of gamification health education curriculum. Eurasia Journal of Mathematics, Science and Technology Education, 11(5), 1211–1229. https://doi.org/10.12973/eurasia.2015.1413a
Gafni, R., Achituv, D. B., & Rachmani, G. J. (2017). Learning foreign languages using mobile applications. Journal of Information Technology Education: Research, 16(1), 301–317. https://doi.org/10.28945/3855
Garcia-Sanjuan, F., Jurdi, S., Jaen, J., & Nacher, V. (2018). Evaluating a tactile and a tangible multi-tablet gamified quiz system for collaborative learning in primary education. Computers and Education, 123, 65–84. https://doi.org/10.1016/j.compedu.2018.04.011
Gawley, R., Morrow, C., Chan, H., & Lindsay, R. (2016). BitRun: Gamification of health data from Fitbit® activity trackers. Internet of Things Technologies for HealthCare: Third International Conference, HealthyIoT 2016, Västerås, Sweden, October 18-19, 2016, Revised Selected Papers 3,
Gears, D., & Braun, K. (2013). Gamification in business: Designing motivating solutions to problem situations. Proceedings of the CHI 2013 Gamification Workshop.
Göksün, D. O., & Gürsoy, G. (2019). Comparing success and engagement in gamified learning experiences via Kahoot and Quizizz. Computers & education, 135, 15-29.
Gómez-García, G., Marín-Marín, J. A., Romero-Rodríguez, J. M., Ramos Navas-Parejo, M., & Rodríguez Jiménez, C. (2020). Effect of the flipped classroom and gamification methods in the development of a didactic unit on healthy habits and diet in primary Education. Nutrients, 12(8), 2210.
González, C. S., Gómez, N., Navarro, V., Cairós, M., Quirce, C., Toledo, P., & Marrero-Gordillo, N. (2016). Learning healthy lifestyles through active videogames, motor games and the gamification of educational activities. Computers in Human Behavior, 55, 529–551. https://doi.org/10.1016/j.chb.2015.08.052
Hakak, S., Noor, N. F. M., Ayub, M. N., Affal, H., Hussin, N., & Imran, M. (2019). Cloud-assisted gamification for education and learning–Recent advances and challenges. Computers & Electrical Engineering, 74, 22-34.
Halloluwa, T., Vyas, D., Usoof, H., & Hewagamage, K. P. (2018). Gamification for development: a case of collaborative learning in Sri Lankan primary schools. Personal and Ubiquitous Computing, 22(2), 391–407. https://doi.org/10.1007/s00779-017-1073-6
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, 152-161.
Haruna, H., Hu, X., Chu, S. K. W., Mellecker, R. R., Gabriel, G., & Ndekao, P. S. (2018). Improving sexual health education programs for adolescent students through game-based learning and gamification. International Journal of Environmental Research and Public Health, 15(9). https://doi.org/10.3390/ijerph15092027
Haruna, H., Zainuddin, Z., Mellecker, R. R., Chu, S. K. W., & Hu, X. (2019). An iterative process for developing digital gamified sexual health education for adolescent students in low-tech settings. Information and Learning Science, 120(11–12), 723–742. https://doi.org/10.1108/ILS-07-2019-0066
Hasegawa, T., Koshino, M., & Ban, H. (2015). An English vocabulary learning support system for the learner’s sustainable motivation. SpringerPlus, 4, 1-9.
Hashim, H., Rafiq, R. M., & Md Yunus, M. (2019). Improving ESL learners’ grammar with gamified-learning. Arab World English Journal (AWEJ) Special Issue on CALL, (5).
Homer, R., Hew, K. F., & Tan, C. Y. (2018). Comparing digital badges-and-points with classroom token systems: Effects on elementary school ESL students’ classroom behavior and English learning. Educational Technology and Society, 21(1), 137–151.
Huang, B., Hew, K. F., & Lo, C. K. (2019). Investigating the effects of gamification-enhanced flipped learning on undergraduate students’ behavioral and cognitive engagement. Interactive learning environments, 27(8), 1106-1126.
Hubalovsky, S., Hubalovska, M., & Musilek, M. (2019). Assessment of the influence of adaptive e-learning on learning effectiveness of primary school pupils. Computers in Human Behavior, 92, 691-705
Hulse, T., Daigle, M., Manzo, D., Braith, L., Harrison, A., & Ottmar, E. (2019). From here to there! Elementary: A game-based approach to developing number sense and early algebraic understanding. Educational Technology Research and Development, 67(2), 423–441. https://doi.org/10.1007/s11423-019-09653-8
Hursen, C., & Bas, C. (2019). Use of gamification applications in science education. International Journal of Emerging Technologies in Learning, 14(1), 4–23.
Ioannou, A. (2019). A model of gameful design for learning using interactive tabletops: Enactment and evaluation in the socio-emotional education classroom. Educational Technology Research and Development, 67(2), 277–302. https://doi.org/10.1007/s11423-018-9610-1
Jagušt, T., Botički, I., & So, H. J. (2018). Examining competitive, collaborative and adaptive gamification in young learners’ math learning. Computers and Education, 125, 444–457. https://doi.org/10.1016/j.compedu.2018.06.022
Jakubowski, M. (2014). Gamification in business and education–project of gamified course for university students. Developments in business simulation and experiential learning: Proceedings of the Annual ABSEL Conference,
Jo, J., Jun, H., & Lim, H. (2018). A comparative study on gamification of the flipped classroom in engineering education to enhance the effects of learning. Computer Applications in Engineering Education, 26(5), 1626-1640.
Jones, S. M., Katyal, P., Xie, X., Nicolas, M. P., Leung, E. M., Noland, D. M., & Montclare, J. K. (2019). A ‘KAHOOT!’ Approach: The effectiveness of game-based learning for an advanced placement biology class. Simulation & Gaming, 50(6), 832–847. https://doi.org/10.1177/1046878119882048
Kapp, K. M. (2012). The gamification of learning and instruction: game-based methods and strategies for training and education. John Wiley & Sons.
Kappen, D. L., & Nacke, L. E. (2013). The kaleidoscope of effective gamification: deconstructing gamification in business applications. Proceedings of the first international conference on gameful design, research, and applications,
Khan, A., Ahmad, F. H., & Malik, M. M. (2017). Use of digital game based learning and gamification in secondary school science: The effect on student engagement, learning and gender difference. Education and Information Technologies, 22(6), 2767–2804. https://doi.org/10.1007/s10639-017-9622-1
Kickmeier-Rust, M. D., Hillemann, E. C., & Albert, D. (2014). Gamification and smart feedback: Experiences with a primary school level math app. International Journal of Game-Based Learning, 4(3), 35–46. https://doi.org/10.4018/ijgbl.2014070104
Koivisto, J., & Hamari, J. (2014). Demographic differences in perceived benefits from gamification. Computers in Human Behavior, 35, 179-188.
Korkmaz, Ö., & Özturk, Ç. (2020). The effect of gamification activities on students' academic achievements in social studies course, attitudes towards the course and cooperative learning skills. Participatory Educational Research, 7(1), 1-15.
Lam, Y. W., Hew, K. F., & Chiu, K. F. (2018). Improving argumentative writing: Effects of a blended learning approach and gamification. Language Learning and Technology, 22(1), 97–118.
Landers, R. N., Bauer, K. N., & Callan, R. C. (2017). Gamification of task performance with leaderboards: A goal setting experiment. Computers in Human Behavior, 71, 508-515.
Leftheriotis, I., Giannakos, M. N., & Jaccheri, L. (2017). Gamifying informal learning activities using interactive displays: An empirical investigation of students’ learning and engagement. Smart Learning Environments, 4(1), 1–19. https://doi.org/10.1186/s40561-017-0041-y
Li, X., & Chu, S. K. W. (2021). Exploring the effects of gamification pedagogy on children’s reading: A mixed‐method study on academic performance, reading‐related mentality and behaviors, and sustainability. British Journal of Educational Technology, 52(1), 160-178
Lister, C., West, J. H., Cannon, B., Sax, T., & Brodegard, D. (2014). Just a fad? Gamification in health and fitness apps. JMIR serious games, 2(2), e3413.
Lo, C. K., & Hew, K. F. (2020). A comparison of flipped learning with gamification, traditional learning, and online independent study: The effects on students’ mathematics achievement and cognitive engagement. Interactive Learning Environments, 28(4), 464-481
Lukman, H., Agustiani, N., & Setiani, A. (2023). Gamification of Mathematics Teaching Materials: Its Validity, Practicality and Effectiveness. International Journal of Emerging Technologies in Learning (iJET), 18(20), 4-22.
Mahdian, H., Momeni Mehmuit, H., & Rafieipour, H. (2014). The effect of using computer games on students' behavioral dimensions. Information and Communication Technology in Educational Sciences, 5 (18). 41-59. [In Persian].
Malone, T. W., & Lepper, M. R. (2021). Making learning fun: A taxonomy of intrinsic motivations for learning. In Aptitude, learning, and instruction (pp. 223-254). Routledge.
Mansuri, M., & Farhadi, H. (2019). The relationship between computer game addiction, social anxiety and sensation seeking with adolescent academic performance: the moderating role of self-control. Information and Communication Technology in Educational Sciences, 9 (3). 97-117. [In Persian].
Monterrat, B., Lavoué, É., & George, S. (2017). Adaptation of gaming features for motivating learners. Simulation and Gaming, 48(5), 625–656. https://doi.org/10.1177/1046878117712632
Mukhtar, N. H., Nasir, N. A. M., Zainal, N., & Yunus, M. M. (219). QLETZ: Noun-you-know online module for vocabulary learning. International journal of scientific & technology research. 8 (12).
Muntean, C. I. (2011). Raising engagement in e-learning through gamification. Proc. 6th international conference on virtual learning ICVL.
Nah, F. F.-H., Zeng, Q., Telaprolu, V. R., Ayyappa, A. P., & Eschenbrenner, B. (2014). Gamification of education: a review of literature. HCI in Business: First International Conference, HCIB 2014, Held as Part of HCI International 2014, Heraklion, Crete, Greece, June 22-27, 2014. Proceedings 1,
Nand, K., Baghaei, N., Casey, J., Barmada, B., Mehdipour, F., & Liang, H. N. (2019). Engaging children with educational content via gamification. Smart Learning Environments, 6(1), 6.
Otero-Agra, M., Barcala-Furelos, R., Besada-Saavedra, I., Peixoto-Pino, L., Martínez-Isasi, S., & Rodríguez-Núñez, A. (2019). Let the kids play: Gamification as a CPR training methodology in secondary school students. A quasi-experimental manikin simulation study. Emergency Medicine Journal, 36(11), 653–659. https://doi.org/10.1136/emermed-2018-208108
Papa, R. (2014). Media rich instruction: Connecting curriculum to all learners: Springer.
Pitura, J., & Chmielarz, D. (2017). “Creating a comic strip is very creative and rhanks to it we learn and remember”– student perceptions of a biology challenge in a gamified extracurricular CLIL project. In Teaching English with Technology (Vol. 17, Issue 3).
Pozo Sánchez, S., López Belmonte, J., Fuentes Cabrera, A., & López Núñez, J. A. (2020). Gamification as a methodological complement to flipped learning—an incident factor in learning improvement. Multimodal Technologies and Interaction, 4(2). https://doi.org/10.3390/mti4020012
Prasetyoajt, T., & Napitupulu, T. A. (2018). Effect of gamification on E-learning to support learning achivement learning motivation. Journal of Theoretical and Applied Information Technology, 26(12).
Purgina, M., Mozgovoy, M., & Blake, J. (2020). Wordbricks: Mobile technology and visual grammar formalism for gamification of natural language grammar acquisition. Journal of Educational Computing Research, 58(1), 126-159.
Puritat, K. (2019). Enhanced knowledge and engagement of students through the gamification concept of game elements. International Journal of Engineering Pedagogy (iJEP), 9(5), 41- 54
Rabah, J., Cassidy, R., & Beauchemin, R. (2018). Gamification in education: Real benefits or edutainment. 17th European Conference on e-Learning, Athens, Greece.
Rachels, J. R., & Rockinson-Szapkiw, A. J. (2018). The effects of a mobile gamification app on elementary students’ Spanish achievement and self-efficacy. Computer Assisted Language Learning, 31(1–2), 72–89. https://doi.org/10.1080/09588221.2017.1382536
Reed, D. K., Martin, E., Hazeltine, E., & McMurray, B. (2020). Students’ perceptions of a gamified reading assessment. Journal of Special Education
Reyes, G. E. B., López, E., Ponce, P., & Mazón, N. (2020). Role assignment analysis of an assistive robotic platform in a high school mathematics class, through a gamification and usability evaluation. International Journal of Social Robotics, 1-16.
Salehi, M. (2019). The effect of computer games on the emotional intelligence of first year high school students. Information and Communication Technology in Educational Sciences, 9 (3). 79-96.
Saman, F. I., Shariff, N. F. M., & Nasaruddin, N. I. S. (2019). I-sign: Sign language learning application via gamification. Asian Journal of University Education, 15(3), 187-197
Sanchez, D. R., Langer, M., & Kaur, R. (2020). Gamification in the classroom: Examining the impact of gamified quizzes on student learning. Computers & education, 144, 103666.
Sillaots, M., Jesmin, T., & Rinde, A. (2016). Survey for mapping game elements. proceedings of the 10th European conference on game based learning ECGBL,
Su, C.-H., & Cheng, C.-H. (2015). A mobile gamification learning system for improving the learning motivation and achievements. Journal of Computer Assisted Learning, 31(3), 268–286. https://doi.org/10.1111/jcal.12088
Subhash, S., & Cudney, E. A. (2018). Gamified learning in higher education: A systematic review of the literature. Computers in Human Behavior, 87, 192-206.
Sun, J. C.-Y., & Hsieh, P.-H. (2018). Application of a gamified interactive response system to enhance the intrinsic and extrinsic motivation, student engagement, and attention of English learners. Journal of Educational Technology & Society, 21(3), 104-116
Sun-Lin, H.-Z., & Chiou, G.-F. (2019). Effects of gamified comparison on sixth graders’ algebra word problem solving and learning attitude. Journal of Educational Technology & Society, 22(1), 120–130. https://psycnet.apa.org/record/2019-20946-010
Tsai, F.-H. (2018). The development and evaluation of a computer-simulated science inquiry environment using gamified elements. Journal of Educational Computing Research, 56(1), 3–22. https://doi.org/10.1177/0735633117705646
Tsai, F.-H. (2018). The development and evaluation of a computer-simulated science inquiry environment using gamified elements. Journal of Educational Computing Research, 56(1), 3-22.
Villagrasa, S., Fonseca, D., Redondo, E., & Duran, J. (2014). Teaching case of gamification and visual technologies for education. Journal of Cases on Information Technology (JCIT), 16(4), 38-57.
Wang, L.-C. C., Liu, X., & Zhang, Q. (2019). Gamification in American high school students’Chinese learning: A case study of using speed mandarin. Journal of Technology and Chinese Language Teaching, 10(2), 82–101.
Werbach, K., & Hunter, D. (2015). The gamification toolkit: dynamics, mechanics, and components for the win. University of Pennsylvania Press.
Young, M. F., Slota, S., Cutter, A. B., Jalette, G., Mullin, G., Lai, B., Simeoni, Z., Tran, M., & Yukhymenko, M. (2012). Our princess is in another castle: A review of trends in serious gaming for education. Review of educational research, 82(1), 61-89.
Yung, O. C., Junaini, S. N., Kamal, A., & Ibharim, L. F. (2020). Slash 100%: Gamification of mathematics with hybrid QR-based card game. Indones. J. Electr. Eng. Comput. Sci, 20. 1453-1459.
Zichermann, G., & Cunningham, C. (2011). Gamification by design: Implementing game mechanics in web and mobile apps. " O'Reilly Media, Inc.".