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

The DOI matches its Crossref record; 134 of the 134 references it cites were found in a registry or an index.

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.

Overview

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.

Verification

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?

Citations

Cites

Show all 134 references

Research works printed but not linked: 51

  1. Akçapınar G., 2020, Kastamonu Education Journal, 28, 1892
  2. Aleksic-Maslac K., 2017, International Journal of Education and Learning Systems, 2
  3. Anatolievna K. S., 2019, Балтийский гуманитарный журнал, 237
  4. Ares A. M., 4th international conference on higher education advances (HEAD’18)
  5. Arnold B. J., 2014, Proceedings of the American Society of Business and Behavioral Sciences, 21, 32
  6. Bai S., 2020, Evidence from a meta-analysis and synthesis of qualitative data in educational contexts. Educational Research Review, 30, 100322
  7. Bechkoff J, 2019, Journal for advancement of Marketing Education, 27, 13
  8. Begosso L. R., 2018, FedCSIS (Communication Papers, 17, 225
  9. Boudadi N. A., 2020, The EuroCALL Review, 28, 57
  10. Chang J. W., 2016, Journal of Educational Technology & Society, 19, 177
  11. Denmeade N., 2015, Gamification with Moodle
  12. Dugalich N. M., 2020, Revista Inclusiones, 7, 151
  13. Featherstone M., 2018, GAME-ON 2018 – 19th International Conference on intelligent games and simulation, 138
  14. Flores E. G. R., 2020, Australasian Journal of Educational Technology, 36, 43
  15. Głowacki J., 2018, Advanced Education
  16. Hammerschall U., IEEE Global Engineering Education Conference (EDUCON)
  17. Hrendus M., 2020, COLINS, 1075
  18. Huang B., 2015, November). Do points, badges and leaderboard increase learning and activity: A quasi-experiment on the effects of gamification. In Proceedings of the 23rd International Conference on Computers in Education
  19. Jakubowski M., Developments in business simulation and experiential learning: Proceedings of the Annual ABSEL Conference
  20. Juntunen R. (2019). Gamification of language learning . Master Thesis. Haaga-Helia University of Applied Sciene.
  21. Kétyi A, 2016, Porta Linguarum, 1, 45
  22. Karayılan M., 2018, Dicle University Journal of Ziya Gokalp Education Faculty, 34
  23. Khaleel F. L., 2020, International Journal of Electrical and Computer Engineering, 10, 4965
  24. Khalil M., 2017, Proceedings of the 11th European Conference on Game Based Learning
  25. Korhonen H., Montola M., Arrasvunori J. (2009). Understanding playful user experience through digital games. In A. Guenand (Ed.), Proceedings of the 4th International Conference on Designing Pleasurable Products and Interfaces, DPPI 2009 (pp. 274–285). ACM Press.
  26. Lambruschini B. B., 10th International Conference on Computer Science & Education (ICCSE)
  27. Leba M., 2014, Recent Advances in Computer Engineering, Communications and Information Technology, 225
  28. Leung E., 2018, ASEE Annual Conference & Exposition
  29. Malas R. I., 2016, International Review on Computers and Software, 11, 8
  30. Martínez-Núñez M., 2015, International Journal of Engineering Education, 32, 501
  31. Miller C. (2013). The gamification of education. In Developments in Business Simulation and Experiential Learning: Proceedings of the Annual ABSEL Conference (Vol. 40).
  32. Mohamad S. N. M., 2017, Proceedings of the 6th International Conference on Computing & Informatics
  33. Muntean C. I., Proc. 6th International Conference on Virtual Learning ICVL
  34. 2018, Journal of Theoretical & Applied Information Technology, 96, 3643
  35. Puğ H. (2020). An investigation into using Kahoot! for grammar practice from learners’ and instructors’ perspectives . Master Thesis. Bahçeşehir University.
  36. Quinn C., 2000, LiNE Zine, 2006, 1
  37. Rajšp A., 2017, Central European Conference on Information and Intelligent Systems
  38. Ruipérez-Valiente J. A., 2017, International Journal of Engineering Education, 33, 816
  39. Rivas E. S., 2019, Educational Sciences: Theory & Practice, 19, 1
  40. Sandusky S. (2015). Gamification in education. http://hdl.handle.net/10150/556222
  41. Schatten M., 2019, Central European Conference on Information and Intelligent Systems
  42. Sepehr S., Proceedings of the First International Conference on Gameful Design, Research, and Applications
  43. Silva J. B. D., 2019, Revista Brasileira de Ensino de Física, 41
  44. Sirakaya D. A., 2017, Ondokuz Mayis University Journal of Education Faculty, 36, 114
  45. Stepanova N., European Conference on Games Based Learning
  46. Swacha J., X World Conference on Computers in Education
  47. Tan M., 2016, Australasian Journal of Educational Technology, 32, 19
  48. Veljković Michos, 2017, Sinteza 2017-International Scientific Conference on Information Technology and Data Related Research
  49. Wójcik J, 2013, Studia Ekonomiczne, 153, 149
  50. Wood L., 2012, IADIS International Conference on Internet Technologies & Society
  51. Wongso O., 2nd International Conference on Technology, Informatics, Management, Engineering & Environment

Cited by

Sorted by citations

Metadata

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