Learning through Play: Gamification of Learning A Systematic Review of Studies on Gamified Learning
Learning through Play: Gamification of Learning A Systematic Review of Studies on Gamified Learning
By Sridevi Nair and Jain Mathew
Abstract
“According to Gartner’s Hype Cycle, gamification is poised for large-scale adoption in the coming years. The construct of gamification has received considerable interest, especially in the context of learning. Over the past five years, research in the area has grown. The current study looks at consolidating the conducted research and attempts to provide a snapshot of the work carried out in the last five years. The chosen studies have explored the role of gamification in learning activities and have attempted to provide empirical evidence to support gamified learning. The purpose of the study is to review existing literature, in terms of the outcomes, outcome variables, context of the study, and research methodology used. This would not only add to the knowledge in the field but would also guide future research. Additionally, practitioners would benefit from a consolidated view of five years of research into the practice of gamification.”
Reference
Nair, S., &Mathew, J. (2021, November 1). Learning through play: Gamification of Learning, a systematic review of studies on Gamified Learning. Journal of Information Technology Management. Retrieved April 26, 2022, from https://journals.ut.ac.ir/article_84315.html
Keyword
Gamification, learning, reaction, learning outcomes, research