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Gamification and Game Based Learning for Vocational Education and Training: A Systematic Literature Review
Games have been used as a learning tool for centuries. Gamification and game-based learning are becoming more prominent in educational settings for several reasons. When it comes to learning, being focused and immersed can massively improve a student’s experience. The purpose of this study is to map...
Autores principales: | , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Springer US
2023
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9838474/ https://www.ncbi.nlm.nih.gov/pubmed/36688221 http://dx.doi.org/10.1007/s10639-022-11548-w |
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author | Dahalan, Fazlida Alias, Norlidah Shaharom, Mohd Shahril Nizam |
author_facet | Dahalan, Fazlida Alias, Norlidah Shaharom, Mohd Shahril Nizam |
author_sort | Dahalan, Fazlida |
collection | PubMed |
description | Games have been used as a learning tool for centuries. Gamification and game-based learning are becoming more prominent in educational settings for several reasons. When it comes to learning, being focused and immersed can massively improve a student’s experience. The purpose of this study is to map the emerging trends of gamification and game-based learning (GBL) in the Vocational and Education Training (VET) sector. For this purpose, a Systematic Literature Review was conducted through the three most relevant scientific databases – Web of Science, Scopus, ScienceDirect, and PubMed with Google Scholar as a supporting database. The obtained sample was further selected following the PRISMA guidelines with screening and eligibility processes conducted based on inclusion criteria that were defined with consideration to the research’s aim. This review comprised seventeen studies. The findings revealed a growing interest in the Asian continents in research from 2020 onwards. Furthermore, most of the study is centred on vocational schools and colleges in the engineering and healthcare fields. According to the overview, the digital learning platform and simulation technology are the most promising tools used in the research. The findings support the conclusion that gamification and game-based learning can improve academic performance, engagement, and motivation in vocational education learners. As a result, this study suggests that more research is needed to determine the gamification strategies that are most suited for vocational education and learning. |
format | Online Article Text |
id | pubmed-9838474 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2023 |
publisher | Springer US |
record_format | MEDLINE/PubMed |
spelling | pubmed-98384742023-01-17 Gamification and Game Based Learning for Vocational Education and Training: A Systematic Literature Review Dahalan, Fazlida Alias, Norlidah Shaharom, Mohd Shahril Nizam Educ Inf Technol (Dordr) Article Games have been used as a learning tool for centuries. Gamification and game-based learning are becoming more prominent in educational settings for several reasons. When it comes to learning, being focused and immersed can massively improve a student’s experience. The purpose of this study is to map the emerging trends of gamification and game-based learning (GBL) in the Vocational and Education Training (VET) sector. For this purpose, a Systematic Literature Review was conducted through the three most relevant scientific databases – Web of Science, Scopus, ScienceDirect, and PubMed with Google Scholar as a supporting database. The obtained sample was further selected following the PRISMA guidelines with screening and eligibility processes conducted based on inclusion criteria that were defined with consideration to the research’s aim. This review comprised seventeen studies. The findings revealed a growing interest in the Asian continents in research from 2020 onwards. Furthermore, most of the study is centred on vocational schools and colleges in the engineering and healthcare fields. According to the overview, the digital learning platform and simulation technology are the most promising tools used in the research. The findings support the conclusion that gamification and game-based learning can improve academic performance, engagement, and motivation in vocational education learners. As a result, this study suggests that more research is needed to determine the gamification strategies that are most suited for vocational education and learning. Springer US 2023-01-12 /pmc/articles/PMC9838474/ /pubmed/36688221 http://dx.doi.org/10.1007/s10639-022-11548-w Text en © The Author(s), under exclusive licence to Springer Science+Business Media, LLC, part of Springer Nature 2023, Springer Nature or its licensor (e.g. a society or other partner) holds exclusive rights to this article under a publishing agreement with the author(s) or other rightsholder(s); author self-archiving of the accepted manuscript version of this article is solely governed by the terms of such publishing agreement and applicable law. This article is made available via the PMC Open Access Subset for unrestricted research re-use and secondary analysis in any form or by any means with acknowledgement of the original source. These permissions are granted for the duration of the World Health Organization (WHO) declaration of COVID-19 as a global pandemic. |
spellingShingle | Article Dahalan, Fazlida Alias, Norlidah Shaharom, Mohd Shahril Nizam Gamification and Game Based Learning for Vocational Education and Training: A Systematic Literature Review |
title | Gamification and Game Based Learning for Vocational Education and Training: A Systematic Literature Review |
title_full | Gamification and Game Based Learning for Vocational Education and Training: A Systematic Literature Review |
title_fullStr | Gamification and Game Based Learning for Vocational Education and Training: A Systematic Literature Review |
title_full_unstemmed | Gamification and Game Based Learning for Vocational Education and Training: A Systematic Literature Review |
title_short | Gamification and Game Based Learning for Vocational Education and Training: A Systematic Literature Review |
title_sort | gamification and game based learning for vocational education and training: a systematic literature review |
topic | Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9838474/ https://www.ncbi.nlm.nih.gov/pubmed/36688221 http://dx.doi.org/10.1007/s10639-022-11548-w |
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