Research

Benefits And Challenges Of Using Gamification Across Distance Learning Platforms At Higher Education: A Systematic Review Of Research Studies Published During The COVID-19 Pandemic

Benefits And Challenges Of Using Gamification Across Distance Learning Platforms At Higher Education: A Systematic Review Of Research Studies Published During The COVID-19 Pandemic

Benefits And Challenges Of Using Gamification Across Distance Learning Platforms At Higher Education: A Systematic Review Of Research Studies Published During The COVID-19 Pandemic

By Fahd Kamis J Alzahrani , Waleed Salim Alhalafawy

Abstract

"There has been a noticeable interest in the use of digital game stimuli at higher education over the last couple of years. As a result of the transition to e-learning platforms caused by the COVID-19 pandemic, the interest in gamification has increased dramatically which may lead to changes about the benefits and challenges of using gamification in e-learning platforms.  From this point of view, the current study aimed to navigate previous literature on the use of gamification in e-learning platforms at higher education, so as to highlight the benefits and challenges of employing gamification in electronic educational platforms. Research studies were monitored and reviewed using the systematic review approach. This is done through a set of inclusion and exclusion criteria through the Web of Science database. This has resulted in reaching twenty-four studies about the current study. The results have revealed some of the most prominent benefits of using gamification across distance learning platforms at higher education as follows: they help achieve the desired educational goals, measure learners’ weaknesses and strengths, improve student learning, and motivate students towards learning, learners’ acceptance of the gamification methodology and its ability to engage students in the educational process. On the other hand, some challenges have been shown as follow: the ability to manage virtual classroom, inappropriateness of gamification for the learners’ sensory pattern, boredom resulting from repetition of activities, difficulty level of activities, lack of time, dissemination of negative feelings (nervousness, frustration, anxiety), and lack of internet service."

Reference

Alzahrani, F. K. J., & Alhalafawy, W. S. (2022). Benefits and challenges of using gamification across distance learning platforms at higher education: a systematic review of research studies published during The COVID-19 pandemic. Journal of Positive School Psychology, 6(10), 1948-1977. https://www.journalppw.com/index.php/jpsp/article/view/13543

Keywords

gamification, platforms, education