Rima International Journal of Education (RIJE)

ISSN Print: 2756 – 6749

Rima International Journal of Education

Rima International Journal of Education was founded in January 2021 by the Faculty of Education of Sokoto State University. CALL FOR PAPER: The Editorial Board of RIJE wishes to invite scholars across the globe to submit their articles for consideration for publication in the Volume 3, Issue 2, to be published in November 2024

Effects of Gamification on Students’ Learning: A Systematic Mapping Study

Effects of Gamification on Students’ Learning: A Systematic Mapping Study

1Nasiru Ibrahim Tambuwal, 2Abdullahi Yusuf, and 3Hassan Aliyu
1,2,3Department of Science Education, Faculty of Education, Sokoto State University, Sokoto Correspondence e-mail: natambuwal68@gmail.com

Abstract

The purpose of this study was to review the directions and tendencies of the conducted research on the application of gamification in education, and more specifically, to provide insight and understanding on which game elements are mostly used, results generated, predominance context, region, and research approach. A total of 43 articles were filtered from three databases: Scopus, Science Direct, and Jstor. Mapped results show that badges, points, levels, and leaderboards are the predominant game mechanics employed by researchers. In addition, the most used game dynamics in educational context are visual status, social engagement, rapid feedback, freedom to choose, and freedom to fail. Further result shows that Information Technology (IT), Engineering and Education were the predominant context in which gamification research is applied. South-East Asia was found to have received many gamification studies. The most used research approach is quantitative study, involving experiments and surveys. Results were generally mixed, but most results were positive, suggesting that gamification improves learning. From these reviews, a number of gaps were found. It is still not clear which game elements are responsible for the positive impact of gamification. Thus, research is needed to compare the impact of various game elements. The review recommends among other things, that game elements should be integrated into the school curriculum as an alternative to learning different topics, there is also the need to conduct more studies on gamification in different settings to come up with more findings.

Keywords

Gamification, Learning, Systematic Mapping

Keywords

Bai, S., Hew, K.F. & Huang, B. (2020). Does gamification improve learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational context. Educational Research Review, 30. https://doi.org/10.1016/j.edurev.2020.100322

Beed, P. L., Hawkins, E. M. and Roller, C. M. (1991). Moving learners toward independence: the power of scaffolded instruction. The Reading Teacher, 44: 648- 655.

Bellotti, F., Berta, R., De Gloria, A., Lavagnino, E., Dagnino, M. F. and Antonaci, A. (2013). A gamified short course for promoting entrepreneurship among ICT engineering students. In 2013 IEEE 13th International Conference on Advanced Learning Technologies.

Çakıroglu, Ü., Basibüyük, B., Güler, M., Atabay, M. and ılmazMemis , B. (201 ). Gamifying an ICT course: Influences on engagement and academic performance. Computers in Human Behavior, 69: 98-107. https://doi.org/10.1016/j.chb.2016.12.018

Charles, D., Charles, T., McNeill, M., Bustard, D. and Black, M. (2011). Game-based feedback for educational multi-user virtual environments. British Journal of Educational Technology, 42 (4): 638-654. https://doi.org/10.1111/j.1467- 8535.2010.01068.x

de-Marcos, L., Domínguez, A., Saenz-de-Navarrete, J., & Pages, C. (2014). An empirical study comparing gamification and social networking on e-learning. Computers & Education, 75: 82-91. https://doi.org/10.1016/j.compedu.2014.01.012

Deterding, S., Sicart, M., Nacke, L., O’Hara, K., & Dixon, D. (2011). Gamification: using game-design elements in non-gaming contexts. In Proceedings of the 2011 Annual Conference on Human Factors in Computing Systems (425-2428)

Dias, J. (2017). Teaching operations research to undergraduate management students: The role of gamification. International Journal of Management in Education, 15 (1): 98-111.

Diaz-Ramirez, J. (2020). Gamification in engineering education: An empirical assessment on learning and game performance. Heliyon, 6 (9). https://doi.org/10.1016/j.heliyon.2020.e04972