BEYOND PLAY: SYSTEMATIC INSIGHTS INTO GAMIFYING EDUCATION ACROSS PEDAGOGICAL, PERSONAL, AND GAMIFICATION DIMENSIONS

Different variables such as motivation, achievement, and engagement have been investigated in studies on gamification in the field of educational technologies. However, the obtained results differ, which emphasizes the need for studies based on concrete findings related to current trends and needs. In this study, we aim to reveal current research trends regarding gamification in education, identify current research needs, and make suggestions to guide future research through our systematic review. Instead of presenting limited results linked to a certain education level, learning environment, or variable, we share the results of research undertaken at all education levels and digital learning settings collectively and by categorizing (pedagogical, personal, and gamification) all the variables examined. One of the important results of the research is that gamification can be an alternative for solving the problems regarding motivation and participation in distance education. In conclusion, we provide practical suggestions for educators and instructional designers on how to apply gamified learning environments.

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Publication Details

Journal
Turkish Online Journal of Distance Education
Published
2025-04-01
DOI
https://doi.org/10.17718/tojde.1449998
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

BEYOND PLAY: SYSTEMATIC INSIGHTS INTO GAMIFYING EDUCATION ACROSS PEDAGOGICAL, PERSONAL, AND GAMIFICATION DIMENSIONS

Duygu Gür, Yalın Kılıç Türel
Turkish Online Journal of Distance Education
Educational Games and Gamification
article

BEYOND PLAY: SYSTEMATIC INSIGHTS INTO GAMIFYING EDUCATION ACROSS PEDAGOGICAL, PERSONAL, AND GAMIFICATION DIMENSIONS

Duygu Gür, Yalın Kılıç Türel
article en

Abstract

Different variables such as motivation, achievement, and engagement have been investigated in studies on gamification in the field of educational technologies. However, the obtained results differ, which emphasizes the need for studies based on concrete findings related to current trends and needs. In this study, we aim to reveal current research trends regarding gamification in education, identify current research needs, and make suggestions to guide future research through our systematic review. Instead of presenting limited results linked to a certain education level, learning environment, or variable, we share the results of research undertaken at all education levels and digital learning settings collectively and by categorizing (pedagogical, personal, and gamification) all the variables examined. One of the important results of the research is that gamification can be an alternative for solving the problems regarding motivation and participation in distance education. In conclusion, we provide practical suggestions for educators and instructional designers on how to apply gamified learning environments.

Turkish Online Journal of Distance EducationVol. 26(2)
Fırat University (TR)
Openalex Percentile: Top 93%
Educational Games and Gamification
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