Personalized Gamification a Technological Approach for Student Education: A Systematic Literature Review
Gamification has become an increasingly popular approach in education, applying game elements to increase student motivation and engagement. However, generalized applications often do not consider individual needs, making personalized of gamification important. Personalized aims to tailor game elements to students learning styles and preferences, thereby improving intrinsic motivation and learning outcomes. This research uses the Systematic Literature Review (SLR) method to review gamification personalized trends, methods, framework and provide guidelines for effective implementation in education. This research focuses on several key questions. RQ1: What are the current trends and advancements in personalized gamification. RQ2: Why does student education need personalized gamification. RQ3: How is personalized gamification implemented in student education. This research provides an up-to-date overview of previous research studies related to Personalized Gamification by conducting a Systematic Literature Review (SLR) summarizing 59 relevant journal articles. The research results show that gamification trends in education have steadily increased since 2015, with the adoption of technologies such as Artificial Intelligent (AI), Augmented Reality (AR), mobile, and websites. Personalized gamification has proven effective in enhancing student motivation and engagement by adjusting game elements to individual needs. Various methods such as the Gamification User Type Hexad and Game-Based Learning are employed to support personalized gamification for personalized learning.
Authors
- Yusep Rosmansyah (ORCID: https://orcid.org/0000-0003-2314-6734)
- Atina Putri (ORCID: https://orcid.org/0000-0001-8231-9004)
- Suma Danu Ristianto
Institutions
- Bandung Institute of Technology (ID)
Publication Details
- Journal
- IEEE Access
- Published
- 2025-01-01
- DOI
- https://doi.org/10.1109/access.2025.3552826
- Citations
- 6
- Primary Topic
- Educational Games and Gamification
- Type
- article
- Field-Weighted Citation Impact
- 20.67