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
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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“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
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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.”
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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Cited by
Sorted by citations
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
The role and scope of gamification in education: A scientometric literature review
Gini, F., Bassanelli, S., Bonetti, F., Mogavi, R. H., Bucchiarione, A., & Marconi, A. (2025) · Acta Psychologica · doi:10.1016/j.actpsy.2025.105418 · Cited by 67
Cattoni, A., Anderle, F., Venuti, P., & Pasqualotto, A. (2024) · International Journal of Child-Computer Interaction · doi:10.1016/j.ijcci.2024.100633 · Cited by 58
Othman, M. K., & Sim, K. C. (2024) · Education and Information Technologies · doi:10.1007/s10639-024-12818-5 · Cited by 43
dos Santos, W. O., & Hamari, J. (2025) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2025.2470279 · Cited by 25
Metadata
- 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
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