Unleashing gamification: a systematic review in primary schools

The implementation of gamification in primary education has garnered significant attention for its potential to enhance learning experiences and outcomes. This systematic review examines the integration of gamification across various subjects in primary education from 2022 to 2024, focusing on the types of strategies employed and their impacts. By analyzing 27 studies selected through the preferred reporting items for systematic reviews and meta-analyses (PRISMA) framework, this review reveals that gamification is widely applied in subjects such as language learning, mathematics, science, and many topics utilizing both digital and non-digital approaches. The findings indicate improvements in academic performance, motivation, engagement, and skill development. However, gaps remain in understanding the long-term effects, impacts on different learning styles, and potential negative consequences. Future research should explore these areas through longitudinal studies and the integration of emerging technologies in gamified learning environment.

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Institutions

Publication Details

Journal
Journal of Education and Learning (EduLearn)
Published
2025-07-19
DOI
https://doi.org/10.11591/edulearn.v19i4.22009
Citations
3
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
10.33

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article

Unleashing gamification: a systematic review in primary schools

Muhammad Zuhair Zainal, Ahmad Afandi Yusri
3 citations
Journal of Education and Learning (EduLearn)
Educational Games and Gamification
10.33
article

Unleashing gamification: a systematic review in primary schools

Muhammad Zuhair Zainal, Ahmad Afandi Yusri
article en
3 citations

Abstract

The implementation of gamification in primary education has garnered significant attention for its potential to enhance learning experiences and outcomes. This systematic review examines the integration of gamification across various subjects in primary education from 2022 to 2024, focusing on the types of strategies employed and their impacts. By analyzing 27 studies selected through the preferred reporting items for systematic reviews and meta-analyses (PRISMA) framework, this review reveals that gamification is widely applied in subjects such as language learning, mathematics, science, and many topics utilizing both digital and non-digital approaches. The findings indicate improvements in academic performance, motivation, engagement, and skill development. However, gaps remain in understanding the long-term effects, impacts on different learning styles, and potential negative consequences. Future research should explore these areas through longitudinal studies and the integration of emerging technologies in gamified learning environment.

Journal of Education and Learning (EduLearn)Vol. 19(4)
Hospital Universiti Sains Malaysia (MY)
Universiti Sains Malaysia
Quality Education
Openalex Percentile: Top 2%
Educational Games and Gamification
10.33
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