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The State of Research on Effects of Gamification in the Context of Learning

Osipovskaya, Elizaveta, Tasi, Péter, Green, Michael, Lukac, Dusko (2023) The State of Research on Effects of Gamification in the Context of Learning. In: INTERNATIONAL CONFERENCE PROCEEDINGS - NEW PERSPECTIVES IN SCIENCE EDUCATION 12th Edition. . pp. 138-143. ISBN 979-1-280-22555-9. (Access to this publication is currently restricted. You may be able to access a copy if URLs are provided) (KAR id:100567)

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Abstract

Gamification has been promoted as a major aim in the context of learning and education. According to MarketsAndMarkets Research, the game-based learning market size is expected to grow from USD 11.0 billion in 2020 to USD 29.7 billion by 2026. This increase is attributed to the following reasons: lockdowns caused by COVID-19 pandemic, new product launches with the incorporation of Artificial Intelligence, and the continuously rising mobile internet user penetration [16]. Therefore, the potency of gamification in the current learning process is of high interest. This article systematically synthesises and brings into focus the state of research on gamification that affects behavioural learning outcomes in the higher education setting compared with conventional instructional methods. The primary research questions are: what are the learning outcomes of using game elements, what are the challenges of gamification, and what are the future research directions in this field? This literature review covered peer-reviewed empirical studies published between 2021 and 2022. Publications were required to include one crucial condition in which gamification is defined as the use of game elements in non-game contexts. The study presents the benefits of implementing gamified learning as well as the drawbacks, and highlights the various types of research gaps and state-of-the- art unresolved issues in the field of game-based learning.

Item Type: Conference or workshop item (Proceeding)
Uncontrolled keywords: Gamification, game-based learning, gamified learning
Subjects: L Education > LB Theory and practice of education > LB2300 Higher Education
Divisions: Divisions > Division of Computing, Engineering and Mathematical Sciences > School of Engineering and Digital Arts
Funders: University of Kent (https://ror.org/00xkeyj56)
Depositing User: Mike Green
Date Deposited: 22 Mar 2023 11:46 UTC
Last Modified: 25 Jan 2024 10:31 UTC
Resource URI: https://kar.kent.ac.uk/id/eprint/100567 (The current URI for this page, for reference purposes)

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