The DOI matches its Crossref record; 34 of the 34 references it cites were found in a registry or an index.
A systematic mapping on gamification applied to education
Abstract
Gamification is a term that refers to the use of game elements in non-game contexts with the goal of engaging people in a variety of tasks. There is a growing interest in gamification as well as its applications and implications in the field of Education since it provides an alternative to engage and motivate students during the process of learning. Despite this increasing interest, to the best of our knowledge, there are no studies that cover and classify the types of research being published and the most investigated topics in the area. As a first step towards bridging this gap, we carried out a systematic mapping to synthesize an overview of the area. We went through 357 papers on gamification. Among them, 48 were related to education and only 26 met the criteria for inclusion and exclusion of articles defined in this study. These 26 papers were selected and categorized according to their contribution. As a result, we provide an overview of the area. Such an overview suggests that most studies focus on investigating how gamification can be used to motivate students, improve their skills, and maximize learning.
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Citations
Cites
From game design elements to gamefulness: defining "gamification"
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011) · Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments · doi:10.1145/2181037.2181040 · Cited by 8,402
What Video Games Have to Teach Us about Learning and Literacy
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What video games have to teach us about learning and literacy
Gee, J. P. (2003) · Computers in Entertainment · doi:10.1145/950566.950595 · Cited by 5,735
Rules of Play: Game Design Fundamentals
Salen, K., & Zimmerman, E. (2003) · Medical Entomology and Zoology · Cited by 5,438
Kapp, K. M. (2012) · Cited by 3,753
Systematic Mapping Studies in Software Engineering
Petersen, K., Feldt, R., Mujtaba, S., & Mattsson, M. (2008) · Electronic Workshops in Computing · doi:10.14236/ewic/ease2008.8 · Cited by 3,239 · cited 3×
“We carried out our study by following the process described by [26].”
BackgroundMethodInfluentialGamifying learning experiences: Practical implications and outcomes
Domínguez, A., Saenz-de-Navarrete, J., de-Marcos, L., Fernández-Sanz, L., Pagés, C., & Martínez-Herráiz, J.-J. (2013) · Computers & Education · doi:10.1016/j.compedu.2012.12.020 · Cited by 2,007
A Theory of Fun for Game Design
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How Computer Games Help Children Learn
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Cited by
Gamifying education: what is known, what is believed and what remains uncertain: a critical review
Dichev, C., & Dicheva, D. (2017) · International Journal of Educational Technology in Higher Education · doi:10.1186/s41239-017-0042-5 · Cited by 2,112
“In addition to the gamification works with theoretical, conceptual or methodological orientation, five literature reviews (Borges, Durelli, Reis, & Isotani, 2014; Caponetto et al., 2014; Dicheva & Dichev, 2015; Faiella & Ricciardi, 2015; Gerber, 2014) have been published over the last two years.”
A systematic review of gamification in e-Health
Sardi, L., Idri, A., & Fernández-Alemán, J. L. (2017) · Journal of Biomedical Informatics · doi:10.1016/j.jbi.2017.05.011 · Cited by 1,015
Bai, S., Hew, K. F., & Huang, B. (2020) · Educational Research Review · doi:10.1016/j.edurev.2020.100322 · Cited by 994
Gamification of health professions education: a systematic review
van Gaalen, A. E. J., Brouwer, J., Schönrock-Adema, J., Bouwkamp-Timmer, T., Jaarsma, A. D. C., & Georgiadis, J. R. (2021) · Advances in Health Sciences Education · doi:10.1007/s10459-020-10000-3 · Cited by 625
Serious gaming and gamification education in health professions: systematic review
Gentry, S. V., Gauthier, A., L’Estrade Ehrstrom, B., Wortley, D., Lilienthal, A., Tudor Car, L., Dauwels-Okutsu, S., Nikolaou, C. K., Zary, N., Campbell, J., et al. (2019) · Journal of Medical Internet Research · doi:10.2196/12994 · Cited by 648
Metadata
- Authors
- de Sousa Borges, S., Durelli, V. H. S., Reis, H. M., & Isotani, S.
- Venue
- Proceedings of the 29th Annual ACM Symposium on Applied Computing
- Publisher
- ACM
- Published
- 2014-03-24
- Pages
- 216-222
- OpenAlex
- W2078911586
- Cited by
- 428
- References
- 34
- FWCI
- 55.93
- Type
- conference paper
- Language
- en
- Open access
- closed
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- de Sousa Borges, S., Durelli, V. H. S., Reis, H. M., & Isotani, S. (2014). A systematic mapping on gamification applied to education. Proceedings of the 29th Annual ACM Symposium on Applied Computing. https://doi.org/10.1145/2554850.2554956
Data sources
Bibliographic data: Semantic Scholar, OpenAlex, Crossref.
Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.