The DOI matches its Crossref record; 28 of the 28 references it cites were found in a registry or an index.
Gamification in Science Education. A Systematic Review of the Literature
Open accessAbstract
The implementation of gamification in education has attracted many researchers to increase engagement and achieve learning more effectively. Implementing technology in science curricula has seen a massive influx over the past years to stop the decline in students’ motivation towards science learning and promote scientific thinking. This study’s objective is to present the empirical findings of the state-of-the-art literature on the use of gamification in science education. Therefore, we performed a systematic literature review of 24 empirical research papers published in various electronic databases and the web search engine for scholarly literature and academic resources, Google Scholar, between 2012 and 2020. This review reveals the latest emerging trends of gamification in science education while revealing the literature gap, challenges, impediments, and extending the possibilities for future research directions. It examines the conflicting findings of other studies and provides a framework and insight for future researchers regarding content areas, educational levels, theoretical models, outcomes, methodologies, game elements, and assessment tools.
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Citations
Cites
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Cited by
Yang, Q.-F., Lian, L.-W., & Zhao, J.-H. (2023) · International Journal of Educational Technology in Higher Education · doi:10.1186/s41239-023-00391-9 · Cited by 152
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A Review of Gamification Impact on Student Behavioural and Learning Outcomes
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Models of Instructional Design in Gamification: A Systematic Review of the Literature
González-Fernández, A., Revuelta-Domínguez, F.-I., & Fernández-Sánchez, M. R. (2022) · Education Sciences · doi:10.3390/educsci12010044 · Cited by 37
Digitalization of the educational process for the training of the pre-service teachers
Strutynska, O. V., Torbin, G. M., Umryk, M. A., & Vernydub, R. M. (2021) · CTE Workshop Proceedings · doi:10.55056/cte.231 · Cited by 27
Cross-Cultural Gamification: Understanding Design and User Experience in Different Cultural Contexts
Asrifan, A., Kaddas, B., Mulyadi, M., Pratiwi, W. R., Supriadi, S., & Jabu, B. (2024) · Advances in Media, Entertainment, and the Arts · doi:10.4018/979-8-3693-8322-3.ch001 · Cited by 3
Metadata
- Authors
- Kalogiannakis, M., Papadakis, S., & Zourmpakis, A.-I.
- Venue
- Education Sciences
- Publisher
- MDPI AG
- Published
- 2021-01-06
- Volume
- 11
- Issue
- 1
- Pages
- 22
- ISSN
- 2227-7102 (ISSN-L)
- OpenAlex
- W3119317690
- Cited by
- 637
- References
- 28
- FWCI
- 23.57
- Type
- journal article
- Language
- en
- Open access
- gold
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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.