Gamification in Education: Why, Where, When, and How?—A Systematic Review
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.
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Engagement is often assessed through non-standardized indicators such as points, leaderboards, or task completion, which may not capture its full complexity.
“Despite the growing use of gamification in educational contexts, engagement is often assessed through non-standardized indicators such as points, leaderboards, or task completion, which may not capture its full complexity (e.g., dos Santos et al., 2025;Khaleel et al., 2020;Zeybek & Saygi, 2023).”
From Gamification on Mathematics Engagement and Motivation in Secondary School and Higher Education: A Systematic Review and Meta-Analysis (2026) · cites this paper as Zeybek & Saygi, 2023
Reviews such as Zeybek and Saygı (2023) report similar motivational benefits and similar risks of neutral or negative effects across disciplines.
“Reviews such as Zeybek and Saygı (2023) report similar motivational benefits and similar risks of neutral or negative effects across disciplines.”
From Gamification on Mathematics Engagement and Motivation in Secondary School and Higher Education: A Systematic Review and Meta-Analysis (2026) · cites this paper as Zeybek and Saygı (2023)
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Nahmod, D. (2017) · Rowan Digitals Works (Rowan University) · Cited by 12 · see citing works
Technological Aspects of the Gamification Model for e-Learning Participant's Engagement
Gudonienė, D., Bartkutė, R., Rutkauskienė, D., & Blažauskas, T. (2016) · Baltic Journal of Modern Computing · doi:10.22364/bjmc.2016.4.4.25 · Cited by 10 · see citing works
Gamification and Mobile Teaching and Learning
Brophy, K. (2015) · Springer eBooks · doi:10.1007/978-3-642-54146-9_8 · Cited by 8 · see citing works
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Impact of Gamification on Student Engagement in Graduate Medical Studies
Andriamiarisoa, R. (2018) · ScholarWorks (Walden University) · Cited by 7 · see citing works
Pérez, M. D. M. S., & Masegosa, A. G. (2021) · IGI Global eBooks · doi:10.4018/978-1-6684-3690-5.ch046 · Cited by 1 · see citing works
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Nylén‐Eriksen, M., Stojiljkovic, M., Lillekroken, D., Lindeflaten, K., Hessevaagbakke, E., Flølo, T. N., Hovland, O. J., Solberg, A. S., Hansen, S., Bjørnnes, A. K., et al. (2025) · BMC Medical Education · doi:10.1186/s12909-024-06531-7 · Cited by 55 · see citing works
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Designing Immersive Gamified Experiences in the Metaverse for Enhanced Student Learning
Damaševičius, R., & Sidekerskienė, T. (2023) · International Conference on Intelligent Metaverse Technologies & Applications (iMETA) · doi:10.1109/imeta59369.2023.10294971 · Cited by 22 · see citing works
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Towards gamification for spatial digital learning environments
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“Reviews such as Zeybek and Saygı (2023) report similar motivational benefits and similar risks of neutral or negative effects across disciplines.”
Alshiha, M. B., & Al-Abdullatif, A. M. (2024) · Sustainability · doi:10.3390/su162310734 · Cited by 11 · see citing works
Gamification in midwifery education: a systematic review
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The Effects of Gamification on Learners’ Engagement According to Their Gamification User Types
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Gamification in Real-World Applications: Interactive Maps and Augmented Reality
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Systemic Gamification Theory (SGT): A Holistic Model for Inclusive Gamified Digital Learning
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Metaverse VR technologies in contemporary Chinese music education
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The Effects of Gamification on Students' Flow Experience
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Namaziandost, E., Çakmak, F., & Ashkani, P. (2025) · Computers in Human Behavior Reports · doi:10.1016/j.chbr.2025.100651 · Cited by 18 · see citing works
Gamificação: o uso do conceito nos anais do SBGames entre 2010 e 2023
de Vasconcellos, M. S., de Carvalho, F. G., Dias, C. M., & Rodrigues, C. M. (2024) · Simpósio Brasileiro de Jogos e Entretenimento Digital (SBGames) · doi:10.5753/sbgames.2024.241102 · Cited by 5 · see citing works
Kratochvíl, T., Lebedíková, M. Š., Vaculík, M., Procházka, J., & Lieberoth, A. (2025) · Learning and Individual Differences · doi:10.1016/j.lindif.2025.102708 · Cited by 5 · see citing works
Use of Gamified Digital Tools in Daily Tasks of Health Care Workers: Scoping Review
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Gamification vs. Teaching First Aid: What Is Being Produced by Science in The Area?
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Gamified Architectural Design: Advancing Education with Extended Reality and AI Insights
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Michinov, N., & Michinov, E. (2025) · Journal of Computing in Higher Education · doi:10.1007/s12528-025-09438-4 · Cited by 7 · see citing works
Psychometrics of an Elo-based large-scale online learning system
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GenAI and language learning motivation: Fundamental questions and a research agenda
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Stalmach, A., D’Elia, P., Sano, S. D., & Casale, G. (2025) · Computers in the Schools · doi:10.1080/07380569.2025.2532436 · Cited by 5 · see citing works
Aljamaan, A., Alsaber, A., Coffie, E., & Alkandari, A. M. (2025) · Frontiers in Education · doi:10.3389/feduc.2025.1586466 · Cited by 8 · see citing works
Deep Gamification and Artificial Intelligence as Catalysts of Educational Transformation
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EL Greco Platform: A novel Python programming learning platform that uses a real robot
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A scientometrics analysis and systematic review of STEAM education with gamification
Jantakoon, T., Jantakun, T., & Jantakun, K. (2024) · Asian Journal of Education and Training · doi:10.20448/edu.v10i2.5618 · Cited by 4 · see citing works
Seguido, Á. F. M., & Hernández, M. H. (2024) · European Journal of Geography · doi:10.48088/ejg.a.mor.15.2.094.105 · Cited by 4 · see citing works
Gamification for Transformative Learning
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Patil, U., Terada, M., & Nelson-Hurwitz, D. C. (2025) · Frontiers in Public Health · doi:10.3389/fpubh.2025.1681199 · Cited by 3 · see citing works
“Gamified or game-based learning environments draw from principle concept of gamification, and utilize game content and gameplay to enhance knowledge and skill acquisition (45–47 , 51– 53 ).”
Akgül, Ö., & Güler, M. (2025) · The Journal of Educational Research · doi:10.1080/00220671.2025.2548576 · Cited by 3 · see citing works
A Mystery Game Activity to Enhance Understanding of E –pH Diagrams
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Mayrhofer, J., Weinhandl, R., Baldinger, S., Bleckenwegner, V., & Riegler, V. (2025) · International Journal of Mathematical Education in Science and Technology · doi:10.1080/0020739x.2025.2555333 · Cited by 3 · see citing works
Educational gamification: motivation and engagement strategies
Ma, J. (2024) · Applied Mathematics and Nonlinear Sciences · doi:10.2478/amns-2024-3249 · Cited by 3 · see citing works
Oyunların Büyüsü Eğitimle Buluşuyor: Eğitim Programlarını Oyunlaştırma ile Zenginleştirmek
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Influence of game literacy on gamified library services: A systematic review of literature
Adeyemi, I. O., Akanbi, M. L., & Issa, A. O. (2025) · Alexandria The Journal of National and International Library and Information Issues · doi:10.1177/09557490251335953 · Cited by 2 · see citing works
Empowering Inclusion and Leveraging Technology in PreK-12 Classrooms
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de Menezes, M. F., Netto, J. F. D. M., & da Silva, R. C. (2025) · Anais do ... Simpósio Brasileiro de Informática na Educação/Anais do Simpósio Brasileiro de Informática na Educação · doi:10.5753/sbie.2025.12524 · Cited by 2 · see citing works
López-Ardao, J. C., Rodríguez‐Pérez, M., Herrerı́a-Alonso, S., Sousa‐Vieira, M. E., Lago, A., Suárez-González, A., & Rodríguez‐Rubio, R. F. (2026) · Multimodal Technologies and Interaction · doi:10.3390/mti10010010 · Cited by 2 · see citing works
The Use of Gamification in Learning through Educational Platforms
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Pericles VR: towards pedagogical innovation through gamified adaptation of classic literature
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LU-PZE: Lund University Pole-Zero Explorer
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Desgourdes, C., Carmagnac, L., & O'Neill, C. R. (2025) · International Journal of Educational Management · doi:10.1108/ijem-12-2023-0601 · Cited by 3 · see citing works
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A study of high school students’ experiences and perceptions of prosocial immersive content
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Crafting Personalized Learning Environments Through Motivational Profiling
Freitas, S. A. A., Farias, M. A. S., Ramos, C. S., Martins, M. V. P., Alves, J. M., & Pinto, L. C. S. (2024) · IEEE Frontiers in Education Conference (FIE) · doi:10.1109/fie61694.2024.10893473 · Cited by 1 · see citing works
The Importance of Governance in Metaverse/Blockchain Technology in Education
Alwis, A. D., Shrestha, A., & Sarker, T. (2025) · Springer proceedings in business and economics · doi:10.1007/978-3-031-77975-6_8 · Cited by 1 · see citing works
Cleveland, J., Saavedra-Acuna, C., & Quezada-Espinoza, M. (2025) · Institute for the Future of Education Conference (IFE) · doi:10.1109/ife63672.2025.11024770 · Cited by 2 · see citing works
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Game-Based Intervention as a Tool for Enhancing Team Adaptation
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Gamification in Education: Designing and Evaluating a Learning Platform for School Students
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Costacurta, A. P., Kagami, R., Floriano, A., & Cabanas, A. (2025) · doi:10.5753/encompif.2025.8050 · Cited by 1 · see citing works
Gamification and vocational assessments: A systematic review
Akoodie, Y., Laher, S., & Peral, S. L. (2025) · African Journal of Career Development · doi:10.4102/ajcd.v7i1.167 · Cited by 1 · see citing works
Agrawal, G., & Sharma, G. (2025) · Financial Planning Review · doi:10.1002/cfp2.70016 · Cited by 1 · see citing works
Custom-Designed Video Game for Chemistry Revision Gamification
Maury, J. J. P., & Zhong, J. (2025) · Journal of Chemical Education · doi:10.1021/acs.jchemed.5c00700 · Cited by 1 · see citing works
Gamified reflection: How interaction design shapes student engagement with prompts
Smith, A., Galeote, D. F., Legaki, N.-Z., & Hamari, J. (2025) · International Academic Mindtrek Conference (Mindtrek) · doi:10.1145/3757980.3758006 · Cited by 1 · see citing works
Ferreira, I., Wagner, P. P., Kupssinskü, L. S., & Silveira, M. S. (2025) · Anais do ... Simpósio Brasileiro de Informática na Educação/Anais do Simpósio Brasileiro de Informática na Educação · doi:10.5753/sbie.2025.12627 · Cited by 1 · see citing works
Othman, S., & Huda, M. (2025) · Lecture notes in networks and systems · doi:10.1007/978-981-96-6441-2_2 · Cited by 1 · see citing works
Teoria dos Autômatos na Educação Básica: Uma Abordagem com Metodologias Ativas
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Enhancing Engagement and Learning in IT Courses: A Pedagogical Approach to Gamification
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Güvenç, E., Başarslan, E. M., Çetin, S. K., Çetin, G., & Sakal, M. (2026) · Computer Applications in Engineering Education · doi:10.1002/cae.70145 · Cited by 1 · see citing works
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Impact of streak feature in gamified app on kindergarten numeracy skills
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Satkey, D., & Карашович, Н. А. (2026) · Frontiers in Education · doi:10.3389/feduc.2026.1854019 · Cited by 1 · see citing works
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Wallengren, C., Feldthusen, C., Björkman, I., Forsgren, E., Jonnergård, A., Kjellberg, I. L., & Lundberg, M. (2023) · MedEdPublish · doi:10.12688/mep.19367.1 · Cited by 1 · see citing works
Would You Like to Share? The Influence of Gamification in the Virtual Learning Community
Yang, Y., Yu, A., Li, J., Shafi, M., & Zhong, L. (2024) · Journal of the Knowledge Economy · doi:10.1007/s13132-024-02243-x · Cited by 1 · see citing works
GAMIFICATION METHODS FOR DEVELOPING LEXICAL COMPETENCE OF ENGINEERING STUDENTS
Shkola, I., Dmitrenko, N. Y., Kondratieva, O., Shymanovych, I., & Moroz, A. (2025) · Environment Technology Resources Proceedings of the International Scientific and Practical Conference · doi:10.17770/etr2025vol3.8543 · Cited by 1 · see citing works
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Токжигитова, Н. К., Jarassova, G., Tokzhigitova, A., Ospanova, N., & Байжуманов, С. (2025) · Frontiers in Education · doi:10.3389/feduc.2025.1643246 · Cited by 1 · see citing works
Nguyen‐Viet, B., & Nguyen, Y. T. H. (2025) · Acta Psychologica · doi:10.1016/j.actpsy.2025.105874 · Cited by 3 · see citing works
APAR: A Structural Design and Guidance Framework for Gamification in EducationPreprint
López-Ardao, J. C., Rodríguez‐Pérez, M., Sousa-Vieira, M. E., Rodríguez-Rubio, R. F., Ferreiro, A. L., Herrerı́a-Alonso, S., & Suárez-González, A. (2024) · Preprints.org · doi:10.20944/preprints202403.1711.v1 · Cited by 1 · see citing works
Onlu, O. B., Serçemeli, M., & Abdüsselam, M. S. (2024) · SSRN Electronic Journal · doi:10.2139/ssrn.4811516
Behzad, A., Sardana, D., Vucinic, M., & Dongre, P. (2024) · Lecture notes in computer science · doi:10.1007/978-3-031-60458-4_11
Gamifikasi Sistem Pemantauan Kinerja Mahasiswa dalam Mencapai Kelulusan Tepat Waktu
Kurniawan, M. J., & Wang, G. (2024) · Jurnal Teknologi Sistem Informasi · doi:10.35957/jtsi.v5i1.7785
- Authors
- Zeybek, N., & Saygı, E.
- Affiliations
- Kahramanmaraş Sütçü İmam University (TR)
- Hacettepe University (TR)
- Corresponding author
- Zeybek, Nilüfer
- Venue
- Games and Culture
- Publisher
- SAGE Publications
- 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 ›
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