Gamification and motivation in education: A systematic literature review

Gamification has been a significant topic in the field of education for a decade, and in the educational context, gamification tends to look at learners’ motivation, motivational learning behavior, or engagement in activities. To motivate students in the classroom and keep them engaged in activities...

Full description

Bibliographic Details
Main Author: Ouazizi, Samira
Other Authors: Faculty of Information Technology, Informaatioteknologian tiedekunta, Jyväskylän yliopisto, University of Jyväskylä
Format: Master's thesis
Language:eng
Published: 2024
Subjects:
Online Access: https://jyx.jyu.fi/handle/123456789/96448
_version_ 1826225731495002113
author Ouazizi, Samira
author2 Faculty of Information Technology Informaatioteknologian tiedekunta Jyväskylän yliopisto University of Jyväskylä
author_facet Ouazizi, Samira Faculty of Information Technology Informaatioteknologian tiedekunta Jyväskylän yliopisto University of Jyväskylä Ouazizi, Samira Faculty of Information Technology Informaatioteknologian tiedekunta Jyväskylän yliopisto University of Jyväskylä
author_sort Ouazizi, Samira
datasource_str_mv jyx
description Gamification has been a significant topic in the field of education for a decade, and in the educational context, gamification tends to look at learners’ motivation, motivational learning behavior, or engagement in activities. To motivate students in the classroom and keep them engaged in activities, students’ motivation is a crucial factor that must be addressed. This study is a systematic literature review of scientific papers on gamification and motivation research published between 2017 and 2024, including review papers and original research papers. It analyses these papers to find the status of current research and if gamification can be considered an effective tool to increase student motivation. Also, this study attempts to answer whether there is some consent on how scholars usually define motivation. The findings indicate that gamification might have an impact on student’s motivation, but there is still a lack of understanding about what makes gamification more effective in an educational context. The findings also indicate that there is one definition that scholars generally use to define motivation. The review concludes that since students learn in different ways, educators need to find the most motivating tools to support students through digital innovations. Creating a game by throwing together points, leaderboards, and feedback still does not guarantee motivated learner engagement. Designing an educational game or setting up a gamified environment that motivates students is a highly demanding task that can be facilitated by educational game design principles that are grounded in experience and research. Recommendations for future research addressing the lack of understanding identified in this systematic review are discussed. This review advances educational technologies by shedding light on the connection between gamification and motivation, and what aspects need to be considered when planning on using gamification to increase students' motivation.
first_indexed 2024-07-31T20:05:18Z
format Pro gradu
free_online_boolean 1
fullrecord [{"key": "dc.contributor.advisor", "value": "Saarela, Mirka", "language": null, "element": "contributor", "qualifier": "advisor", "schema": "dc"}, {"key": "dc.contributor.author", "value": "Ouazizi, Samira", "language": null, "element": "contributor", "qualifier": "author", "schema": "dc"}, {"key": "dc.date.accessioned", "value": "2024-07-31T07:28:53Z", "language": null, "element": "date", "qualifier": "accessioned", "schema": "dc"}, {"key": "dc.date.available", "value": "2024-07-31T07:28:53Z", "language": null, "element": "date", "qualifier": "available", "schema": "dc"}, {"key": "dc.date.issued", "value": "2024", "language": null, "element": "date", "qualifier": "issued", "schema": "dc"}, {"key": "dc.identifier.uri", "value": "https://jyx.jyu.fi/handle/123456789/96448", "language": null, "element": "identifier", "qualifier": "uri", "schema": "dc"}, {"key": "dc.description.abstract", "value": "Gamification has been a significant topic in the field of education for a decade, and in the educational context, gamification tends to look at learners\u2019 motivation, motivational learning behavior, or engagement in activities. To motivate students in the classroom and keep them engaged in activities, students\u2019 motivation is a crucial factor that must be addressed. This study is a systematic literature review of scientific papers on gamification and motivation research published between 2017 and 2024, including review papers and original research papers. It analyses these papers to find the status of current research and if gamification can be considered an effective tool to increase student motivation. Also, this study attempts to answer whether there is some consent on how scholars usually define motivation. The findings indicate that gamification might have an impact on student\u2019s motivation, but there is still a lack of understanding about what makes gamification more effective in an educational context. The findings also indicate that there is one definition that scholars generally use to define motivation. The review concludes that since students learn in different ways, educators need to find the most motivating tools to support students through digital innovations. Creating a game by throwing together points, leaderboards, and feedback still does not guarantee motivated learner engagement. Designing an educational game or setting up a gamified environment that motivates students is a highly demanding task that can be facilitated by educational game design principles that are grounded in experience and research. Recommendations for future research addressing the lack of understanding identified in this systematic review are discussed. This review advances educational technologies by shedding light on the connection between gamification and motivation, and what aspects need to be considered when planning on using gamification to increase students' motivation.", "language": "en", "element": "description", "qualifier": "abstract", "schema": "dc"}, {"key": "dc.description.provenance", "value": "Submitted by jyx lomake-julkaisija (jyx-julkaisija.group@korppi.jyu.fi) on 2024-07-31T07:28:53Z\nNo. of bitstreams: 0", "language": "en", "element": "description", "qualifier": "provenance", "schema": "dc"}, {"key": "dc.description.provenance", "value": "Made available in DSpace on 2024-07-31T07:28:53Z (GMT). No. of bitstreams: 0", "language": "en", "element": "description", "qualifier": "provenance", "schema": "dc"}, {"key": "dc.format.extent", "value": "49", "language": null, "element": "format", "qualifier": "extent", "schema": "dc"}, {"key": "dc.format.mimetype", "value": "application/pdf", "language": null, "element": "format", "qualifier": "mimetype", "schema": "dc"}, {"key": "dc.language.iso", "value": "eng", "language": null, "element": "language", "qualifier": "iso", "schema": "dc"}, {"key": "dc.rights", "value": "CC BY-NC-ND 4.0", "language": "en", "element": "rights", "qualifier": null, "schema": "dc"}, {"key": "dc.title", "value": "Gamification and motivation in education: A systematic literature review", "language": null, "element": "title", "qualifier": null, "schema": "dc"}, {"key": "dc.type", "value": "master thesis", "language": null, "element": "type", "qualifier": null, "schema": "dc"}, {"key": "dc.identifier.urn", "value": "URN:NBN:fi:jyu-202407315270", "language": null, "element": "identifier", "qualifier": "urn", "schema": "dc"}, {"key": "dc.contributor.faculty", "value": "Faculty of Information Technology", "language": "en", "element": "contributor", "qualifier": "faculty", "schema": "dc"}, {"key": "dc.contributor.faculty", "value": "Informaatioteknologian tiedekunta", "language": "fi", "element": "contributor", "qualifier": "faculty", "schema": "dc"}, {"key": "dc.contributor.organization", "value": "Jyv\u00e4skyl\u00e4n yliopisto", "language": "fi", "element": "contributor", "qualifier": "organization", "schema": "dc"}, {"key": "dc.contributor.organization", "value": "University of Jyv\u00e4skyl\u00e4", "language": "en", "element": "contributor", "qualifier": "organization", "schema": "dc"}, {"key": "dc.subject.discipline", "value": "Koulutusteknologian maisteriohjelma", "language": "fi", "element": "subject", "qualifier": "discipline", "schema": "dc"}, {"key": "dc.subject.discipline", "value": "Master's Degree Programme in Education Technology", "language": "en", "element": "subject", "qualifier": "discipline", "schema": "dc"}, {"key": "dc.type.coar", "value": "http://purl.org/coar/resource_type/c_bdcc", "language": null, "element": "type", "qualifier": "coar", "schema": "dc"}, {"key": "dc.rights.copyright", "value": "\u00a9 The Author(s)", "language": null, "element": "rights", "qualifier": "copyright", "schema": "dc"}, {"key": "dc.rights.accesslevel", "value": "openAccess", "language": null, "element": "rights", "qualifier": "accesslevel", "schema": "dc"}, {"key": "dc.type.publication", "value": "masterThesis", "language": null, "element": "type", "qualifier": "publication", "schema": "dc"}, {"key": "dc.format.content", "value": "fulltext", "language": null, "element": "format", "qualifier": "content", "schema": "dc"}, {"key": "dc.rights.url", "value": "https://creativecommons.org/licenses/by-nc-nd/4.0/", "language": null, "element": "rights", "qualifier": "url", "schema": "dc"}]
id jyx.123456789_96448
language eng
last_indexed 2025-02-18T10:55:12Z
main_date 2024-01-01T00:00:00Z
main_date_str 2024
online_boolean 1
online_urls_str_mv {"url":"https:\/\/jyx.jyu.fi\/bitstreams\/03f2f6ac-27f4-4807-9d49-142bd3cf7fda\/download","text":"URN:NBN:fi:jyu-202407315270.pdf","source":"jyx","mediaType":"application\/pdf"}
publishDate 2024
record_format qdc
source_str_mv jyx
spellingShingle Ouazizi, Samira Gamification and motivation in education: A systematic literature review Koulutusteknologian maisteriohjelma Master's Degree Programme in Education Technology
title Gamification and motivation in education: A systematic literature review
title_full Gamification and motivation in education: A systematic literature review
title_fullStr Gamification and motivation in education: A systematic literature review Gamification and motivation in education: A systematic literature review
title_full_unstemmed Gamification and motivation in education: A systematic literature review Gamification and motivation in education: A systematic literature review
title_short Gamification and motivation in education: A systematic literature review
title_sort gamification and motivation in education a systematic literature review
title_txtP Gamification and motivation in education: A systematic literature review
topic Koulutusteknologian maisteriohjelma Master's Degree Programme in Education Technology
topic_facet Koulutusteknologian maisteriohjelma Master's Degree Programme in Education Technology
url https://jyx.jyu.fi/handle/123456789/96448 http://www.urn.fi/URN:NBN:fi:jyu-202407315270
work_keys_str_mv AT ouazizisamira gamificationandmotivationineducationasystematicliteraturereview