Impact of Gamification on Motivation and Academic Performance: A Systematic Review

Author:

Jaramillo-Mediavilla Lorena1ORCID,Basantes-Andrade Andrea2ORCID,Cabezas-González Marcos3ORCID,Casillas-Martín Sonia3ORCID

Affiliation:

1. Grupo de Investigación, Educación, Ciencia y Tecnología (GIECYT), Universidad Técnica del Norte, Ibarra 100105, Ecuador

2. Science Research Group Network e-CIER, Universidad Técnica del Norte, Ibarra 100105, Ecuador

3. Faculty of Education, Universidad de Salamanca, 37008 Salamanca, Spain

Abstract

This study aims to examine the existing evidence on gamification in educational settings, highlighting its impact on motivation and academic performance. Methodologically, a Systematic Literature Review (SLR) was developed under the PRISMA statement criteria using three multidisciplinary databases: Web of Science, Scopus, and Scielo. According to the inclusion, exclusion, and quality criteria, it was determined to include 9 SLR articles on gamification that address at least one of the two key variables: student motivation or academic performance. The articles were published between 2016 and 2022, available in open access, written in English or Spanish, and with content that is directly related to the research questions. The results reveal that gamification significantly influences motivation by facilitating the assimilation of knowledge, the improvement of skills and academic competencies of students, and specifically refers to a wide range of capabilities that are essential for success in the educational environment and that can be enhanced through playful and interactive learning experiences. These skills can be cognitive, self-learning, social, or collaborative, among others. It is concluded that creativity and adaptability are key to successfully implementing gamification in the classroom.

Funder

Universidad Técnica del Norte

Publisher

MDPI AG

Reference58 articles.

1. Gamificación, motivación y rendimiento en educación: Una revisión sistemática;Rev. Electrónica Educ.,2022

2. Evaluation of Gamification in E-Learning Systems for Elementary School Students;Alshammari;TEM J.,2020

3. Gianni, A.M., and Antoniadis, N. (2023). A Novel Gamification Application for High School Student Examination and Assessment to Assist Student Engagement and to Stimulate Interest. Information, 14.

4. Loughrey, K., and Broin, D.O. (2018, January 15–17). Are We Having Fun Yet? Misapplying Motivation to Gamification. Proceedings of the 2018 IEEE Games, Entertainment, Media Conference (GEM), Galway, Ireland.

5. The Moderation Effect of Teachers’ Experience and Biography on Their Inten-tion To Use the Gamification in Online Learning Activities;Alosaimi;J. Theor. Appl. Inf. Technol.,2023

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