Cited by 173Educational Games and GamificationDigital Games and MediaOnline Learning and Analytics

Gamification in Education: Why, Where, When, and How?—A Systematic Review

Zeybek, Nilüfer, Saygı, Elif·2024·Games and Culture

Abstract

Defined as the utilization of game elements in nongame environments, gamification has been frequently used in education in recent years. The aim of the present study is to summarize the studies previously conducted on the use of gamification in education through a systematic literature review. When the studies conducted in 2000–2021 were examined, four main dimensions came to the fore: (i) the aim of gamification studies, (ii) the learning fields where gamification studies were carried out, (iii) the level of education at which gamification studies were carried out, and (iv) how gamification was integrated into the learning environment. The results showed that gamification is used for various educational purposes, at many learning levels in various environments, and in a wide variety of learning fields. In most of the studies, the positive effects of gamification and its potential to solve problems in education were reported.

Integrity signals

Registry

Crossref · 10.1177/15554120231158625

Cites

134 of 134 references verified0 citation errors · 0 not checkable

Statistics

Recomputing p-values needs the paper’s full text.

Claims the paper makes

This paper’s full text isn’t openly available, so its claims and self-check weren’t run. The registry and citation checks still apply.

Claims other papers make about this one

Each is checked against this paper’s own text: does it say what the citing paper says it does?

Cites

Flagged first, then by citations

Cited by

Sorted by citations

Authors
Zeybek, N., & Saygı, E.
Affiliations
  • Kahramanmaraş Sütçü İmam University (TR)
  • Hacettepe University (TR)
Corresponding author
Zeybek, Nilüfer
Venue
Games and Culture
Published
2023-03-16
Volume
19
Issue
2
Pages
237-264
ISSN
  • 1555-4120 (ISSN-L)
  • 1555-4139
OpenAlex
W4327715422
Cited by
172
References
134
Citations by year
2026: 53 · 2025: 78 · 2024: 37 · 2023: 4
FWCI
9.89
Type
journal article
Language
en
Open access
closed
Locations
Games and Culture (publishedVersion)
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Sociology and Political Science › Digital Games and Media
  • Physical Sciences › Computer Science › Computer Science Applications › Online Learning and Analytics
Keywords
gamification, educational technology, learning environment, educational attainment, learning fields

About these checks

Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.

Statistics and arithmetic are recomputed, not judged.

Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.

What counts as a claim ›How we measure confidence ›How we check this ›

Are you an author, or do you see a problem with this page? Request a review