E-learning in Vocational Institutions: Trends, Challenges, and Gamification Opportunities

Despite the growing use of e-learning in vocational schools under learner-centered approaches, its implementation is hindered by the practical, skill-oriented demands of training and disparities in digital preparedness among teachers and students. This study aims to identify current trends in e-learning implementation in vocational schools, analyse its challenges and limitations, and explore emerging opportunities. This study adopts the PRISMA framework to conduct a systematic literature review, following structured steps for identification, screening, eligibility assessment, and synthesis of selected studies. The results show that while blended learning models, digital tools, and learner autonomy are increasingly prioritized in vocational education, inadequate infrastructure, insufficient teacher training, and low digital competence hinder their effectiveness, leading to poor student motivation and engagement, yet gamification as a potential solution to enhance interest and interactivity remains underexplored in e-learning. Therefore, this study calls for a more in-depth investigation to better integrate teaching methods and contexts into gamified e-learning.

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Publication Details

Journal
International Journal of Academic Research in Business and Social Sciences
Published
2025-12-18
DOI
https://doi.org/10.6007/ijarbss/v15-i12/27322
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

E-learning in Vocational Institutions: Trends, Challenges, and Gamification Opportunities

Zhang Shaohua, Norasnita Ahmad
International Journal of Academic Research in Business and Social Sciences
Educational Games and Gamification
article

E-learning in Vocational Institutions: Trends, Challenges, and Gamification Opportunities

Zhang Shaohua, Norasnita Ahmad
article en

Abstract

Despite the growing use of e-learning in vocational schools under learner-centered approaches, its implementation is hindered by the practical, skill-oriented demands of training and disparities in digital preparedness among teachers and students. This study aims to identify current trends in e-learning implementation in vocational schools, analyse its challenges and limitations, and explore emerging opportunities. This study adopts the PRISMA framework to conduct a systematic literature review, following structured steps for identification, screening, eligibility assessment, and synthesis of selected studies. The results show that while blended learning models, digital tools, and learner autonomy are increasingly prioritized in vocational education, inadequate infrastructure, insufficient teacher training, and low digital competence hinder their effectiveness, leading to poor student motivation and engagement, yet gamification as a potential solution to enhance interest and interactivity remains underexplored in e-learning. Therefore, this study calls for a more in-depth investigation to better integrate teaching methods and contexts into gamified e-learning.

International Journal of Academic Research in Business and Social SciencesVol. 15(12)
Openalex Percentile: Top 29%
Educational Games and Gamification
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E-learning in Vocational Institutions: Trends, Challenges, and Gamification Opportunities — Zhang Shaohua, Norasnita Ahmad · International Journal of Academic Research in Business and Social Sciences (2025) | TGRS Research Map | TGRS