Models of Instructional Design in Gamification: A Systematic Review of the Literature
Abstract
:1. Introduction
2. Materials and Methods
- Phase 1: Research questions (RQ). They are organized around three areas: (a) conceptual framework, to analyze the relationships between the keywords identified in the literature (RQ1); (b) documentary characteristics, to identify geographical location and research methodologies used (RQ2,RQ3); and (c) pedagogical dimension (RQ4,RQ5), to recognize the methodological strategies for the inclusion of gamified practices in the field of teacher training and their relationship with other active methodologies, as well as instructional design models applied in the studies analyzed (Table 1).
- Phase 2: Eligibility criteria and sources of information. Articles published in scientific journals without time delimitation were included, containing in their titles, abstracts, or keywords the terms “gamification,” “teacher training,” “teacher education,” or “teacher professional development”, in English, Portuguese, or Spanish. Empirical studies with quantitative or qualitative methods were included. The exclusion criteria applied were for articles that did not develop educational research related to gamification. Articles that presented, in isolation, the use of applications such as Kahoot!, Socrative, or Quizizz were also excluded.
- Phase 3: Search strategies. The databases Web of Science (Wos), Scopus, and Dialnet were used for the selection of articles. In each of the databases, the keywords “gamification,” “teacher training,” “teacher education,” and “teacher professional development” were used, with no time limitation. The search includes results published up to August 2021. The search syntaxes are included in the coding sheet in Supplementary Material (https://bit.ly/3q9whrL).
- Phase 4: Study selection process. The initial search resulted in 109 articles, of which 40 were duplicates. All the authors analyzed the 69 articles on the basis of the title and abstract, according to the inclusion–exclusion criteria. After agreeing on the results, 37 articles were excluded. The remaining 32 were analyzed in full text in a second selection process independently by the investigators, resulting in the exclusion, by agreement, of 11 articles. The “snowball” method [22] was applied to the citations included in the 21 selected articles, and 7 articles were added to complete the final sample of documents for the systematic review (n = 28), as can be seen in Figure 1.
- Phase 5: Data coding and synthesis. The Zotero bibliographic manager was used to collect data from potentially valid studies. The synthesis of the information was performed using a coding sheet with 26 fields. VOSViewer and NVivo 12 were used for the conceptual network analysis. The three investigators, first independently and then by consensus, acted in the different phases of selection according to criteria for prior inclusion and definitive inclusion in the revision.
3. Results
3.1. What Is the Conceptual Relationship Surrounding the Term Gamification?
3.2. What Is the Geographical Distribution of the Publications?
3.3. What Research Methodologies Are Used in the Selected Studies and What Is the Sample Size?
3.4. What Instructional Design Models Applied to Gamification Systems?
3.5. What Are the Effects of Gamified Practices in the Teaching–learning Process?
4. Discussion and Conclusions
Supplementary Materials
Author Contributions
Funding
Institutional Review Board Statement
Data Availability Statement
Conflicts of Interest
References
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Areas | Research Questions | Coding Criteria |
---|---|---|
Conceptual Framework | RQ1. What is the conceptual relationship surrounding the term gamification? | Word frequency and co-occurrence of keywords. Co-citation |
Documentary Characteristics | RQ2. What is the geographical distribution of the publications? | Country and language |
RQ3. What research methodologies are applied in the selected studies and what is the size of their samples? | Approaches, methodologies, and sample size | |
Pedagogical Dimension | RQ4. What are the instructional design models applied to gamification systems? | Instructional design models |
RQ5. What are the effects of gamified practices in teaching–learning processes? | Implications or empirical evidence |
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González-Fernández, A.; Revuelta-Domínguez, F.-I.; Fernández-Sánchez, M.R. Models of Instructional Design in Gamification: A Systematic Review of the Literature. Educ. Sci. 2022, 12, 44. https://doi.org/10.3390/educsci12010044
González-Fernández A, Revuelta-Domínguez F-I, Fernández-Sánchez MR. Models of Instructional Design in Gamification: A Systematic Review of the Literature. Education Sciences. 2022; 12(1):44. https://doi.org/10.3390/educsci12010044
Chicago/Turabian StyleGonzález-Fernández, Alberto, Francisco-Ignacio Revuelta-Domínguez, and María Rosa Fernández-Sánchez. 2022. "Models of Instructional Design in Gamification: A Systematic Review of the Literature" Education Sciences 12, no. 1: 44. https://doi.org/10.3390/educsci12010044
APA StyleGonzález-Fernández, A., Revuelta-Domínguez, F. -I., & Fernández-Sánchez, M. R. (2022). Models of Instructional Design in Gamification: A Systematic Review of the Literature. Education Sciences, 12(1), 44. https://doi.org/10.3390/educsci12010044