Cited by 37Educational Games and GamificationInnovative Teaching Methodologies in Social SciencesHigher Education Teaching and Evaluation

Models of Instructional Design in Gamification: A Systematic Review of the Literature

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González-Fernández, Alberto, Revuelta-Domínguez, Francisco-Ignacio, Fernández-Sánchez, María Rosa·2022·Education Sciences

Abstract

Gamification allows for the implementation of experiences that simulate the design of (video) games, giving individuals the opportunity to be the protagonists in them. Its inclusion in the educational environment responds to the need to adapt teaching–learning processes to the characteristics of homo videoludens, placing value once again on the role of playful action in the personal development of individuals. The interest that has arisen in studying the implications of gamification processes in the different educational stages, in order to determine their impact and suitability, has led to an increase in scientific publications. With the intention of studying the presence and implications of gamification in teacher training as a methodological principle implemented in the teaching–learning process, both in its initial and permanent stages, this systematic review of the literature identifies those instructional design models applied in the field of gamification, as well as its educational significance. Thus, the need to introduce gamified practices in the field of teacher training is observed, providing an experiential learning that allows teachers to apply this methodology in a relevant way in their professional development, based on their own experience.

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  • Discrepancies in gamification effects may stem from variations in implementation, student characteristics, or subject areas.

    “Such discrepancies may stem from variations in implementation (González-Fernández et al., 2022), student characteristics, or subject areas (Oliveira et al., 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 González-Fernández et al., 2022

    The Discussion and Conclusions (page unavailable) say that effective gamification requires careful instructional design and planning, supporting the importance of how it is implemented. They do not say that variations in implementation explain discrepancies in reported effects. The other proposed explanations are attached to a different citation in the citing sentence. (LLM, conf=0.72)

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References 38 · Cited by 37

Research works printed but not linked: 6

  1. Villalustre Martínez, L.; Del Moral Pérez, M.E. Gamitication: Strategies to optimize learning process and the acquisition of skills in university contexts [Gamificación: Estrategia para optimizar el proceso de aprendizaje y la adquisición de competencias en contextos universitarios]. Digit. Educ. Rev. 2015, 27, 13-31.
  2. McGonigal, J. Reality is Broken: Why Games Make us Better and How They Can Change the World; Penguin Press: New York, NY, USA, 2011; p. 388.
  3. Zichermann, G.; Cunningham, C. Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps; O'Reilly: Sebastopol, CA, USA, 2011.
  4. Werbach, K.; Hunter, D. For the Win: How Game Thinking Can Revolutionize Your Business; Wharton School Press: Philadelphia, PA, USA, 2012.
  5. Pérez López, I.J.; Rivera García, E.; Trigueros Cervantes, C. "La profecía de los elegidos": Un ejemplo de gamificación aplicado a la docencia universitaria. Rev. Int. Med. Cienc. Act. Física Deporte 2017, 17, 243-260.
  6. Pérez López, I.; Rivera García, E.; Trigueros Cervantes, C. 12 +1. Feelings of physical education college students towards a gamification proposal: "Game of Thrones: The Anger of the Dragons". Movimento 2019, 25, e25038. [CrossRef] · DOI

Authors
González-Fernández, A., Revuelta-Domínguez, F.-I., & Fernández-Sánchez, M. R.
Affiliations
  • Universidad de Extremadura (ES)
  • Department of Educational Science, Teacher Training College, University of Extremadura, 10003 Cáceres, Spain
Corresponding author
González-Fernández, Alberto
Venue
Education Sciences
Publisher
MDPI AG
Published
2022-01-13
Volume
12
Issue
1
Pages
44
ISSN
2227-7102 (ISSN-L)
OpenAlex
W4205810124
Cited by
37
References
38
Citations by year
2026: 11 · 2025: 5 · 2024: 10 · 2023: 8 · 2022: 3
FWCI
1.33
Type
journal article
Language
en
Open access
Locations
  • Education Sciences (publishedVersion, cc-by)
  • Institutional Repository University of Extremadura (University of Extremadura) (submittedVersion, other-oa)
  • DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
Funders
  • Government of Extremadura (GR18071)
  • Ministerio de Educación Cultura y Deporte (FPU15/05851)
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Education › Innovative Teaching Methodologies in Social Sciences
  • Social Sciences › Education › Higher Education Teaching and Evaluation
Keywords
gamification, instructional design model, teacher professional development, game-based learning, experiential learning, educational video games, playful learning

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