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The role of gamified learning strategies in student's motivation in high school and higher education: A systematic review

Gamification, defined as the integration of videogame components to promote a gameful experience, is increasingly being implemented in education with the aim of enhancing students' engagement and motivation. Accordingly, since 2010 it has constituted an area of growing interest for researchers...

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Detalles Bibliográficos
Autores principales: Ratinho, Elias, Martins, Cátia
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Elsevier 2023
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10448467/
https://www.ncbi.nlm.nih.gov/pubmed/37636393
http://dx.doi.org/10.1016/j.heliyon.2023.e19033
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author Ratinho, Elias
Martins, Cátia
author_facet Ratinho, Elias
Martins, Cátia
author_sort Ratinho, Elias
collection PubMed
description Gamification, defined as the integration of videogame components to promote a gameful experience, is increasingly being implemented in education with the aim of enhancing students' engagement and motivation. Accordingly, since 2010 it has constituted an area of growing interest for researchers and teachers. Following PRISMA 2020's methodology, a systematic review (SR) was conducted in November 2022 seeking to explore the influence of gamification strategies on students' motivation to learn. Having identified 548 articles, 40 studies were chosen based on the selection criteria set and analyzed to reveal that game elements such as points, badges and rankings are widely used to motivate students. From a theoretical perspective, gamification studies focus on the dichotomy of intrinsic and extrinsic motivation. The results suggest a positive influence of gamification strategies on students' motivation, although in the long run, such motivation can decline. Furthermore, the influence of a novelty effect and extrinsic rewards on motivation is identified, which can lead to greater motivation in the short term, followed by a decrease with further exposure to gamification. Future studies should focus on the influence of students' individual traits (e.g., gaming experience, openness to competition and cooperation) on gamification strategies. Moreover, long-term exposure to gamification as well as the novelty effect should be explored.
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spelling pubmed-104484672023-08-25 The role of gamified learning strategies in student's motivation in high school and higher education: A systematic review Ratinho, Elias Martins, Cátia Heliyon Review Article Gamification, defined as the integration of videogame components to promote a gameful experience, is increasingly being implemented in education with the aim of enhancing students' engagement and motivation. Accordingly, since 2010 it has constituted an area of growing interest for researchers and teachers. Following PRISMA 2020's methodology, a systematic review (SR) was conducted in November 2022 seeking to explore the influence of gamification strategies on students' motivation to learn. Having identified 548 articles, 40 studies were chosen based on the selection criteria set and analyzed to reveal that game elements such as points, badges and rankings are widely used to motivate students. From a theoretical perspective, gamification studies focus on the dichotomy of intrinsic and extrinsic motivation. The results suggest a positive influence of gamification strategies on students' motivation, although in the long run, such motivation can decline. Furthermore, the influence of a novelty effect and extrinsic rewards on motivation is identified, which can lead to greater motivation in the short term, followed by a decrease with further exposure to gamification. Future studies should focus on the influence of students' individual traits (e.g., gaming experience, openness to competition and cooperation) on gamification strategies. Moreover, long-term exposure to gamification as well as the novelty effect should be explored. Elsevier 2023-08-09 /pmc/articles/PMC10448467/ /pubmed/37636393 http://dx.doi.org/10.1016/j.heliyon.2023.e19033 Text en © 2023 The Authors https://creativecommons.org/licenses/by/4.0/This is an open access article under the CC BY license (http://creativecommons.org/licenses/by/4.0/).
spellingShingle Review Article
Ratinho, Elias
Martins, Cátia
The role of gamified learning strategies in student's motivation in high school and higher education: A systematic review
title The role of gamified learning strategies in student's motivation in high school and higher education: A systematic review
title_full The role of gamified learning strategies in student's motivation in high school and higher education: A systematic review
title_fullStr The role of gamified learning strategies in student's motivation in high school and higher education: A systematic review
title_full_unstemmed The role of gamified learning strategies in student's motivation in high school and higher education: A systematic review
title_short The role of gamified learning strategies in student's motivation in high school and higher education: A systematic review
title_sort role of gamified learning strategies in student's motivation in high school and higher education: a systematic review
topic Review Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10448467/
https://www.ncbi.nlm.nih.gov/pubmed/37636393
http://dx.doi.org/10.1016/j.heliyon.2023.e19033
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