2020
DOI: 10.1177/0047239520917629
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The Shift to Gamification in Education: A Review on Dominant Issues

Abstract: This article examines gamification literature on education since 2011. Using highlighted themes from Kirriemuir and McFarlane’s review on games and education as a starting point, the study identified 32 published papers. Furthermore, the study evaluated and identified previous conceptual and methodological approaches for evaluating gamification in education research. Using the identifying themes, the study discusses the development and use of gamification in education (Theme I), the application of gamification… Show more

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Cited by 85 publications
(37 citation statements)
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“…Much of the existing studies in this context lack the theoretical foundations that could explain the motivational effects of the gamification (Sailer et al ., 2017; Seaborn and Fels, 2015). We concur with Ofosu-Ampong (2020) that to advance the literature on gamification, studies need to be rooted in psychological theories of motivation for learning. To fill this gap, this study roots its gamification design in SDT (Deci and Ryan, 2002) and evaluate its impact on the learning outcomes of students.…”
Section: Theoretical Underpinningssupporting
confidence: 71%
See 1 more Smart Citation
“…Much of the existing studies in this context lack the theoretical foundations that could explain the motivational effects of the gamification (Sailer et al ., 2017; Seaborn and Fels, 2015). We concur with Ofosu-Ampong (2020) that to advance the literature on gamification, studies need to be rooted in psychological theories of motivation for learning. To fill this gap, this study roots its gamification design in SDT (Deci and Ryan, 2002) and evaluate its impact on the learning outcomes of students.…”
Section: Theoretical Underpinningssupporting
confidence: 71%
“…Points are quantifiable rewards (Ofuso-Ampong, 2020) that can be collected by doing certain activities. They have been implemented in gamified settings to reward achievements (Zichermann and Cunningham, 2011), to quantify a player’s advancement (Werbach and Hunter, 2015; Sailer et al.…”
Section: Theoretical Underpinningsmentioning
confidence: 99%
“…If students are not participatory and an educative environment does not arise naturally, it is necessary to create more interesting learning modules. Many researchers have already investigated various forms of education that have used games (Bai et al, 2020;Isabelle, 2020;Ofosu-Ampong, 2020).…”
Section: Figure 2 a Virtual Learning Platform With Mmo In The Classroommentioning
confidence: 99%
“…A review of a variety of computer-based technologies found that digital games had the most evidence supporting their use to increase student engagement [ 30 ]. Game-based activities were successful, supporting the evidence that well-designed gamification can increase student engagement and motivation, and demonstrating the potential for gamification of educational content [ 31 , 32 ]. While the digital content was generally well received by youth, health educators also noted that the technology-based activities were not fully integrated into the curriculum.…”
Section: Discussionmentioning
confidence: 69%