Gamification for Sustainable Educational Setting: A Recent Structured Review

The integration of gamification in education garnered significant attention in recent years to engage learners and enhance their learning experiences innovatively. This structured review aims to analyse the existing literature on the topic, to understand the diverse applications of gamification in education, from elementary to higher levels, fostering effective and engaging learning experiences in sustaining educational settings. By analysing a variety of the most recent three years of empirical data (n=23) from Mendeley and Eric database, using a method of Prisma Technique, this review offers insights into the impacts of gamification on learner motivation, academic performance, and overall learning outcomes. The review systematically tailored various gamification in education settings into different age groups, and clarifies through analysis of both benefits and potential problems faced. Key finding reveals that gamification has the potential to sustain the learner engagement and motivation regardless their ages and educational level. The successful gamification implementation requires careful consideration of factors like curriculum alignment, and motivational aspects to engage the learners in achieving the learning goals that being arranged. In conclusion, this structured review provides educators, researchers, and policymakers with a comprehensive overview of the current landscape of gamification in for sustainable education. By offering a distinct understanding of its benefits and limitations, this evaluation helps decision-makers make well-informed choices about the incorporation of gamified approaches into contemporary educational practices.

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Publication Details

Journal
Journal of Advanced Research in Applied Sciences and Engineering Technology
Published
2025-03-17
DOI
https://doi.org/10.37934/araset.63.1.2843
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
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article

Gamification for Sustainable Educational Setting: A Recent Structured Review

Fatimah Muhammad, Mohd Zaki Shahabuddin, Z. Ismail, Wan Safizah Wan Salim et al.
Journal of Advanced Research in Applied Sciences and Engineering Technology
Educational Games and Gamification
article

Gamification for Sustainable Educational Setting: A Recent Structured Review

Fatimah Muhammad, Mohd Zaki Shahabuddin, Z. Ismail, Wan Safizah Wan Salim, Zulaida Rahmi
article en

Abstract

The integration of gamification in education garnered significant attention in recent years to engage learners and enhance their learning experiences innovatively. This structured review aims to analyse the existing literature on the topic, to understand the diverse applications of gamification in education, from elementary to higher levels, fostering effective and engaging learning experiences in sustaining educational settings. By analysing a variety of the most recent three years of empirical data (n=23) from Mendeley and Eric database, using a method of Prisma Technique, this review offers insights into the impacts of gamification on learner motivation, academic performance, and overall learning outcomes. The review systematically tailored various gamification in education settings into different age groups, and clarifies through analysis of both benefits and potential problems faced. Key finding reveals that gamification has the potential to sustain the learner engagement and motivation regardless their ages and educational level. The successful gamification implementation requires careful consideration of factors like curriculum alignment, and motivational aspects to engage the learners in achieving the learning goals that being arranged. In conclusion, this structured review provides educators, researchers, and policymakers with a comprehensive overview of the current landscape of gamification in for sustainable education. By offering a distinct understanding of its benefits and limitations, this evaluation helps decision-makers make well-informed choices about the incorporation of gamified approaches into contemporary educational practices.

Journal of Advanced Research in Applied Sciences and Engineering TechnologyVol. 63(1)
Hospital Pulau Pinang (MY), Universitas Muhammadiyah Aceh (ID), Universiti Malaysia Perlis (MY), Universiti Teknologi MARA (MY)
Openalex Percentile: Top 95%
Educational Games and Gamification
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