Gamification in Science Education. A Systematic Review of the Literature
Abstract
:1. Introduction
2. Review of Literature
2.1. Gamification
2.2. Gaming Elements
2.3. Theories Underpinning Gamification
2.4. Gamification in Educational Settings and Science Education
3. Review Questions
- Research question 1: What methodology and assessment tools were used?
- Research question 2: What are the content areas, educational levels, and educational contexts?
- Research question 3: What theory of learning is utilized, and what gaming elements are embedded in gaming apps?
- Research question 4: What were the motivational and/or educational outcomes?
4. Method
- Specifying research questions
- Search on databases
- Inclusion/Exclusion criteria
- Selection of studies
- Analysis and extraction of data
- Summary and interpretation of findings
- Writing the review report
4.1. Journal Research Methodology
4.2. Inclusion/Exclusion Criteria
- The study must be empirical (quantitative, qualitative, or mixed methods) in a learning environment.
- A gamified practice was used in the study with at least one distinct game element. The gamified practice must have been used on learners, and empirical data must be included.
- The study was conducted in an educational environment (primary, secondary or higher education).
- The study was related to a science-related content area (chemistry, physics, biology-health education, natural sciences).
- The article is a peer-reviewed or a conference paper.
- The article is published from 2012 to 2020. To include gamification practices with new interactive technologies solely, we investigated studies from the past eight years.
- The study is not written in English.
- The study does not mention the game elements that were used.
- The study only includes opinions about gamified practice.
- The study is listed in another database.
- The study is only published as an abstract.
4.3. Review Process
4.4. Data Extraction and Analysis
- (a) education level;
- (b) content area;
- (c) educational context;
- (d) methods;
- (e) learning theories/models;
- (f) outcomes;
- (g) findings;
- (h) gaming elements;
- (i) assessment tools.
5. Findings
5.1. Methodology and Assessment Tools
5.2. Content Area, Educational Levels, and Educational Context
5.3. Theories Underpinning Gamification and Game Elements
5.4. Gamification’ Learning and Motivational Outcomes
6. Discussion
6.1. Key Findings and Implications
6.2. Limitations
7. Conclusions and Future Work
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Appendix A
Author(s) | Year of Publication | Journal | Methodology |
---|---|---|---|
Sanchez-Martin, et al. [105] | 2017 | Thinking Skills and Creativity | Quantitative |
Bjaelde et al. [106] | 2014 | World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education | Mixed methods |
Sanchez-Rivas, Ruiz-Palmero and Sanchez-Rodriguez [107] | 2018 | Educational Sciences: theory and practice | Quantitative |
Fleischmann and Ariel [108] | 2016 | Contemporary Educational Technology | Mixed methods |
López et al. [109] | 2019 | The Electronic Journal of e-Learning | Mixed methods |
Sahin and Namli, [110] | 2016 | International Journal on New Trends in Education and Their Implications | Quantitative |
Sanmugam et al. [111] | 2016 | 4th International Conference on Information and Communication Technology | Mixed methods |
Khan et al. [112] | 2017 | Education and Information Technologies | Mixed methods |
Zamora-Polo, et al. [113] | 2019 | Education Sciences | Mixed methods |
Yapici and Karakoyun [114] | 2017 | Turkish Online Journal of Qualitative Inquiry | Mixed methods |
Lai and Foon [115] | 2019 | Educational Communications and Technology Yearbook (ECTY) | Mixed methods |
Tsai [82] | 2018 | Journal of Educational Computing Research | Mixed methods |
Pesare et al. [116] | 2016 | Smart Learning Environments | Quantitative |
Jenkins and Mason [117] | 2020 | Active Learning in College Science | Quantitative |
Fan and Xiao [118] | 2015 | Eurasia Journal of Mathematics, Science & Technology Education | Mixed methods |
Hursen and Bas [119] | 2019 | International Journal of Emerging Technologies in Learning | Mixed methods |
Bonde et al. [120] | 2014 | Nature Biotechnology | Quantitative |
Kingsley and Melissa [121] | 2015 | Journal of Adolescent & Adult Literacy | Mixed methods |
Owens [122] | 2019 | Evolution Education Re-considered | Mixed methods |
Jones, et al. [123] | 2019 | Simulation & Gaming | Mixed methods |
Erdogdu and Karatas [124] | 2016 | 2016 International Turkic World Educational Sciences and Social Sciences Congress | Mixed methods |
Purba, et al. [125] | 2019 | Pendidikan Kimia | Qualitative |
Asa’d and Gunn [126] | 2018 | Physics Education | Mixed methods |
Curto Prieto et al. [127] | 2019 | Education Sciences | Quantitative |
Data Source | Search Strings | Restrictions and Adjustments | Total Articles Identified |
---|---|---|---|
Eric | (“gamification” OR “gamified”, OR “gamified environment”, OR “gamified application”, OR “applied game design”,) AND (“scientific education” OR “science teaching” OR “teaching of science”, OR “science education” OR “chemistry” OR “geology”, OR “physics” OR “biology” OR “astronomy” OR “natural sciences” OR “earth sciences”) AND (“education” OR “primary education” OR “elementary education” OR “K-12 education” OR “graded school education” OR “secondary education” OR “high school” OR “junior high school” OR “middle school” OR “prep school” OR “preparatory school” OR “senior high school” OR “college preparatory school” OR “intermediate school” OR “higher education” OR “further education” OR “graduate school education” OR “tertiary-level education” OR “university education”) OR (“gaming elements” OR “gaming mechanics” OR “gaming components” OR “gaming factors” OR “gaming constituent”) |
| 74 |
Wiley Online Library | (“gamification” OR “gamified”, OR “gamified environment”, OR “gamified application”, OR “applied game design”,) AND (“scientific education” OR “science teaching” OR “teaching of science”, OR “science education” OR “chemistry” OR “geology”, OR “physics” OR “biology” OR “astronomy” OR “natural sciences” OR “earth sciences”) AND (“education” OR “primary education” OR “elementary education” OR “K-12 education” OR “graded school education” OR “secondary education” OR “high school” OR “junior high school” OR “middle school” OR “prep school” OR “preparatory school” OR “senior high school” OR “college preparatory school” OR “intermediate school” OR “higher education” OR “further education” OR “graduate school education” OR “tertiary-level education” OR “university education”) OR (“gaming elements” OR “gaming mechanics” OR “gaming components” OR “gaming factors” OR “gaming constituent”) |
| 300 |
SpringerLink | (“gamification” OR “gamified”, OR “gamified environment”, OR “gamified application”, OR “applied game design”,) AND (“scientific education” OR “science teaching” OR “teaching of science”, OR “science education” OR “chemistry” OR “geology”, OR “physics” OR “biology” OR “astronomy” OR “natural sciences” OR “earth sciences”) AND (“education” OR “primary education” OR “elementary education” OR “K-12 education” OR “graded school education” OR “secondary education” OR “high school” OR “junior high school” OR “middle school” OR “prep school” OR “preparatory school” OR “senior high school” OR “college preparatory school” OR “intermediate school” OR “higher education” OR “further education” OR “graduate school education” OR “tertiary-level education” OR “university education”) OR (“gaming elements” OR “gaming mechanics” OR “gaming components” OR “gaming factors” OR “gaming constituent”) |
| 300 |
Sage Journals | (“gamification” OR “gamified”, OR “gamified environment”, OR “gamified application”, OR “applied game design”,) AND (“scientific education” OR “science teaching” OR “teaching of science”, OR “science education” OR “chemistry” OR “geology”, OR “physics” OR “biology” OR “astronomy” OR “natural sciences” OR “earth sciences”) AND (“education” OR “primary education” OR “elementary education” OR “K-12 education” OR “graded school education” OR “secondary education” OR “high school” OR “junior high school” OR “middle school” OR “prep school” OR “preparatory school” OR “senior high school” OR “college preparatory school” OR “intermediate school” OR “higher education” OR “further education” OR “graduate school education” OR “tertiary-level education” OR “university education”) OR (“gaming elements” OR “gaming mechanics” OR “gaming components” OR “gaming factors” OR “gaming constituent”) |
| 171 |
Taylor & Francis Online | (“gamification” OR “gamified”, OR “gamified environment”, OR “gamified application”, OR “applied game design”,) AND (“scientific education” OR “science teaching” OR “teaching of science”, OR “science education” OR “chemistry” OR “geology”, OR “physics” OR “biology” OR “astronomy” OR “natural sciences” OR “earth sciences”) AND (“education” OR “primary education” OR “elementary education” OR “K-12 education” OR “graded school education” OR “secondary education” OR “high school” OR “junior high school” OR “middle school” OR “prep school” OR “preparatory school” OR “senior high school” OR “college preparatory school” OR “intermediate school” OR “higher education” OR “further education” OR “graduate school education” OR “tertiary-level education” OR “university education”) OR (“gaming elements” OR “gaming mechanics” OR “gaming components” OR “gaming factors” OR “gaming constituent”) |
| 241 |
Google Scholar | (“gamification” OR “gamified”, OR “gamified environment”, OR “gamified application”, OR “applied game design”,) AND (“scientific education” OR “science teaching” OR “teaching of science”, OR “science education” OR “chemistry” OR “geology”, OR “physics” OR “biology” OR “astronomy” OR “natural sciences” OR “earth sciences”) AND (“education” OR “primary education” OR “elementary education” OR “K-12 education” OR “graded school education” OR “secondary education” OR “high school” OR “junior high school” OR “middle school” OR “prep school” OR “preparatory school” OR “senior high school” OR “college preparatory school” OR “intermediate school” OR “higher education” OR “further education” OR “graduate school education” OR “tertiary-level education” OR “university education”) OR (“gaming elements” OR “gaming mechanics” OR “gaming components” OR “gaming factors” OR “gaming constituent”) |
| 1000 |
JSTOR | (“gamification” OR “gamified”, OR “gamified environment”, OR “gamified application”, OR “applied game design”,) AND (“scientific education” OR “science teaching” OR “teaching of science”, OR Published since 2012”science education” OR “chemistry” OR “geology”, OR “physics” OR “biology” OR “astronomy” OR “natural sciences” OR “earth sciences”) AND (“education”) OR (“gaming elements”) |
| 368 |
Science Direct | (“gamification” OR “gamified”, OR “gamified environment”, OR “gamified application”, OR “applied game design”,) AND (“scientific education” OR “science teaching” OR “teaching of science”, OR “science education” OR “chemistry” OR “geology”, OR “physics” OR “biology” OR “astronomy” OR “natural sciences” OR “earth sciences”) AND (“education”) OR (“gaming elements”) |
| 3300 |
References
- Baeten, M.; Struyven, K.; Dochy, F. Student-Centred Teaching Methods: Can They Optimise Students’ Approaches to Learning in Professional Higher Education? Stud. Educ. Eval. 2013, 39, 14–22. [Google Scholar]
- National Research Council. Exploring the Intersection of Science Education and 21st Century Skills: A Workshop Summary; National Academies Press: Washington, DC, USA, 2010. [Google Scholar]
- Morris, B.J.; Croker, S.; Zimmerman, C.; Gill, D.; Romig, C. Gaming Science: The “Gamification” of Scientific Thinking. Front. Psychol. 2013, 4, 607. [Google Scholar] [CrossRef] [PubMed] [Green Version]
- Landers, R.N.; Bauer, K.N.; Callan, R.C.; Armstrong, M.B. Psychological Theory and the Gamification of Learning. In Gamification in Education and Business; Springer: Cham, Switzerland, 2015; pp. 165–186. [Google Scholar]
- Dicheva, D.; Dichev, C.; Agre, G.; Angelova, G. Gamification in Education: A Systematic Mapping Study. J. Educ. Technol. Soc. 2015, 18, 75–88. [Google Scholar]
- Papadakis, S.; Marios Trampas, A.; Barianos, A.K.; Kalogiannakis, M.; Vidakis, N. Evaluating the Learning Process: The “ThimelEdu” Educational Game Case Study. In Proceedings of the 12th International Conference on Computer Supported Education (CSEDU 2020), Prague, Czech Republic, 2–4 May 2020; Volume 2, pp. 290–298, ISBN 978-989-758-417-6. [Google Scholar]
- Kapp, K.M. The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education. Int. J. Gaming Comput. Simul. 2012, 4, 81–83. [Google Scholar]
- Zimmerling, E.; Höllig, C.E.; Sandner, P.G.; Welpe, I.M. Exploring the Influence of Common Game Elements on Ideation Output and Motivation. J. Bus. Res. 2019, 94, 302–312. [Google Scholar]
- Papadakis, S.; Kalogiannakis, M. Using Gamification for Supporting an Introductory Programming Course. The Case of Classcraft in a Secondary Education Classroom. In Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST; Springer: Cham, Switzerland, 2018; Volume 229, pp. 366–375. [Google Scholar]
- Kalogiannakis, M.; Papadakis, S. Combining Mobile Technologies in Environmental Education: A Greek Case Study. Int. J. Mob. Learn. Organ. 2017, 11, 108–130. [Google Scholar] [CrossRef]
- Loganathan, P.; Talib, C.; Thoe, N.; Aliyu, F.; Zawadski, R. Implementing Technology Infused Gamification in Science Classroom: A Systematic Review and Suggestions for Future Research. Learn. Sci. Math. 2019, 14, 60–73. [Google Scholar]
- Vidakis, N.; Barianos, A.K.; Trampas, A.M.; Papadakis, S.; Kalogiannakis, M.; Vassilakis, K. Game Raw Data Collection and Visualization in the Context of the “ThimelEdu” Educational Game. In Computer Supported Education. CSEDU 2019. Communications in Computer and Information Science; Lane, H.C., Zvacek, S., Uhomoibhi, J., Eds.; Springer: Cham, Switzerland, 2020; Volume 1220. [Google Scholar] [CrossRef]
- Suh, A.; Wagner, C.; Liu, L. Enhancing User Engagement through Gamification. J. Comput. Inf. Syst. 2018, 58, 204–213. [Google Scholar]
- Subhash, S.; Cudney, E.A. Gamified Learning in Higher Education: A Systematic Review of the Literature. Comput. Hum. Behav. 2018, 87, 192–206. [Google Scholar]
- Zainuddin, Z.; Chu, S.K.W.; Shujahat, M.; Perera, C.J. The Impact of Gamification on Learning and Instruction: A Systematic Review of Empirical Evidence. Educ. Res. Rev. 2020, 30, 100326. [Google Scholar]
- Hamari, J.; Koivisto, J.; Sarsa, H. Does Gamification Work?—A Literature Review of Empirical Studies on Gamification. In Proceedings of the Annual Hawaii International Conference on System Sciences, Waikoloa, HI, USA, 6–9 January 2014; pp. 3025–3034. [Google Scholar]
- Rapp, A.; Hopfgartner, F.; Hamari, J.; Linehan, C.; Cena, F. Strengthening Gamification Studies: Current Trends and Future Opportunities of Gamification Research. Int. J. Hum. Comput. Stud. 2019, 127, 1–6. [Google Scholar] [CrossRef]
- Mora, A.; Riera, D.; González, C.; Arnedo-Moreno, J. Gamification: A Systematic Review of Design Frameworks. J. Comput. High. Educ. 2017, 29, 516–548. [Google Scholar] [CrossRef]
- Dieste, O.; Padua, A.G. Developing Search Strategies for Detecting Relevant Experiments for Systematic Reviews. In Proceedings of the First International Symposium on Empirical Software Engineering and Measurement (ESEM 2007), Madrid, Spain, 20–21 September 2007; pp. 215–224. [Google Scholar]
- Drolia, M.; Sifaki, E.; Papadakis, S.; Kalogiannakis, M. An Overview of Mobile Learning for Refugee Students: Juxtaposing Refugee Needs with Mobile Applications’ Characteristics. Challenges 2020, 11, 31. [Google Scholar]
- Richter, G.; Raban, D.R.; Rafaeli, S. Studying Gamification: The Effect of Rewards and Incentives on Motivation. In Gamification in Education and Business; Springer: Cham, Switzerland, 2015; pp. 21–46. [Google Scholar]
- Klock, A.C.T.; Ogawa, A.N.; Gasparini, I.; Pimenta, M.S. Does Gamification Matter: A Systematic Mapping about the Evaluation of Gamification in Educational Environments. In Proceedings of the ACM Symposium on Applied Computing; Association for Computing Machinery: New York, NY, USA, 2018; Volume 7, pp. 2006–2012. [Google Scholar]
- Hu, J. Gamification in Learning and Education: Enjoy Learning Like Gaming. Br. J. Educ. Stud. 2020, 68, 265–267. [Google Scholar] [CrossRef]
- Landers, R.N. Developing a Theory of Gamified Learning. Simul. Gaming 2014, 45, 752–768. [Google Scholar] [CrossRef]
- Werbach, K. (Re)Defining Gamification: A Process Approach. In Lecture Notes in Computer Science (including Subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics); Springer: Cham, Switzerland, 2014; Volume 8462, pp. 266–272. [Google Scholar]
- Sailer, M.; Hense, J.U.; Mayr, S.K.; Mandl, H. How Gamification Motivates: An Experimental Study of the Effects of Specific Game Design Elements on Psychological Need Satisfaction. Comput. Hum. Behav. 2017, 69, 371–380. [Google Scholar]
- Hsin-Yuan Huang, W.; Soman, D. A Practitioner’s Guide to Gamification of Education. Research Report Series Behavioural Economics in Action; University of Toronto: Toronto, ON, Canada, 2013. [Google Scholar]
- Kam, A.H.; Umar, I.N. Fostering Authentic Learning Motivations through Gamification: A Self-Determination Theory (SDT) Approach. J. Eng. Sci. Technol. 2018, 13, 1–9. [Google Scholar]
- Strmečki, D.; Bernik, A.; Radošević, D. Gamification in E-Learning: Introducing Gamified Design Elements into e-Learning Systems. J. Comput. Sci. 2015, 11, 1108–1117. [Google Scholar]
- Huang, H.M.; Rauch, U.; Liaw, S.S. Investigating Learners’ Attitudes toward Virtual Reality Learning Environments: Based on a Constructivist Approach. Comput. Educ. 2010, 55, 1171–1182. [Google Scholar] [CrossRef]
- Ijaz, K.; Bogdanovych, A.; Trescak, T. Virtual Worlds vs. Books and Videos in History Education. Interact. Learn. Environ. 2017, 25, 904–929. [Google Scholar] [CrossRef]
- Buckley, P.; Doyle, E. Gamification and Student Motivation. Interact. Learn. Environ. 2016, 24, 1162–1175. [Google Scholar] [CrossRef]
- Nand, K.; Baghaei, N.; Casey, J.; Barmada, B.; Mehdipour, F.; Liang, H.-N. Engaging Children with Educational Content via Gamification. Smart Learn. Environ. 2019, 6, 1–15. [Google Scholar] [CrossRef] [Green Version]
- Van Roy, R.; Zaman, B. Need-Supporting Gamification in Education: An Assessment of Motivational Effects over Time. Comput. Educ. 2018, 127, 283–297. [Google Scholar] [CrossRef]
- Ryan, R.M.; Deci, E.L. Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions. Contemp. Educ. Psychol. 2000, 25, 54–67. [Google Scholar] [CrossRef]
- Deci, E.L.; Ryan, R.M. Handbook of Self-Determination Research; University Rochester Press: Rochester, NY, USA, 2004. [Google Scholar]
- Vansteenkiste, M.; Soenens, B. Motivational Profiles from a Self-Determination Perspective: The Quality of Motivation Matters Tribute to Willy Lens View Project Parent-Child Talk about the Past: The Antecedent Role of Mindful Parenting and Children’s Externalizing Problems in Parent-Child Reminiscing and the Effect on Children’s Emotion Regulation View Project Motivational Profiles from a Self-Determination Perspective: The Quality of Motivation Matters. Artic. J. Educ. Psychol. 2009, 101, 671–688. [Google Scholar]
- Cerasoli, C.P.; Nicklin, J.M.; Ford, M.T. Intrinsic Motivation and Extrinsic Incentives Jointly Predict Performance: A 40-Year Meta-Analysis. Psychol. Bull. 2014, 140, 980–1008. [Google Scholar] [CrossRef]
- Deci, E.L.; Koestner, R.; Ryan, R.M. A Meta-Analytic Review of Experiments Examining the Effects of Extrinsic Rewards on Intrinsic Motivation. Psychol. Bull. 1999, 125, 627–668. [Google Scholar] [CrossRef]
- Ryan, R.; Deci, E. Promoting Self-Determined School Engagement: Motivation, Learning, and Well-Being. In Handbook of Motivation at School; Wenzel, K.R., Wigfield, A., Eds.; Educational Psychology Handbook Series; Routledge/Taylor & Francis Group: Abingdon, UK, 2009. [Google Scholar]
- Skinner, E.; Furrer, C.; Marchand, G.; Kindermann, T. Engagement and Disaffection in the Classroom: Part of a Larger Motivational Dynamic? J. Educ. Psychol. 2008, 100, 765–781. [Google Scholar]
- Przybylski, A.K.; Ryan, R.M.; Rigby, C.S. The Motivating Role of Violence in Video Games. Personal. Soc. Psychol. Bull. 2009, 35, 243–259. [Google Scholar] [CrossRef] [Green Version]
- Rigby, S.; Ryan, R. Glued to Games: How Video Games Draw Us in and Hold Us Spellbound: How Video Games Draw Us in and Hold Us Spellbound; AbC-CLIo: Santa Barbara, CA, USA, 2011. [Google Scholar]
- Seaborn, K.; Fels, D.I. Gamification in Theory and Action: A Survey. Int. J. Hum. Comput. Stud. 2015, 74, 14–31. [Google Scholar] [CrossRef]
- Locke, E.A.; Latham, G.P. Building a Practically Useful Theory of Goal Setting and Task Motivation: A 35-Year Odyssey. Am. Psychol. 2002, 57, 705–717. [Google Scholar] [CrossRef] [PubMed] [Green Version]
- Locke, E.A.; Latham, G.P. New Directions in Goal-Setting Theory. Curr. Dir. Psychol. Sci. 2006, 15, 265–268. [Google Scholar] [CrossRef]
- Huang, B.; Hew, K.F. Implementing a Theory-Driven Gamification Model in Higher Education Flipped Courses: Effects on out-of-Class Activity Completion and Quality of Artifacts. Comput. Educ. 2018, 125, 254–272. [Google Scholar]
- Csikszentmihalyi, M. Flow: The Psychology of Optimal Experience. Perennial Modern Classics; Harper & Row: New York, NY, USA, 1990. [Google Scholar]
- Chen, J. Flow in Games (and Everything Else). Commun. ACM 2007, 50, 31–34. [Google Scholar] [CrossRef]
- Jackson, S.A. The Oxford Handbook of Human Motivation; Ryan, R., Ed.; OUP: New York, NY, USA, 2012; pp. 127–140. [Google Scholar]
- Matallaoui, A.; Hanner, N.; Zarnekow, R. Introduction to Gamification: Foundation and Underlying Theories. In Gamification; Springer: Cham, Switzerland, 2017; pp. 3–18. [Google Scholar]
- Orhan Göksün, D.; Gürsoy, G. Comparing Success and Engagement in Gamified Learning Experiences via Kahoot and Quizizz. Comput. Educ. 2019, 135, 15–29. [Google Scholar] [CrossRef]
- Hamari, J.; Koivisto, J. Social Motivations to Use Gamification: An Empirical Study of Gamifying Exercise. In Proceedings of the ECIS 2013: 21st European Conference on Information Systems, Utrecht, The Netherlands, 5–8 June 2013. [Google Scholar]
- Koivisto, J.; Hamari, J. Demographic Differences in Perceived Benefits from Gamification. Comput. Hum. Behav. 2014, 35, 179–188. [Google Scholar]
- Deterding, S. The Lens of Intrinsic Skill Atoms: A Method for Gameful Design. Hum. Comput. Interact. 2015, 30, 294–335. [Google Scholar]
- Tulloch, R.; Randell-Moon, H.E.K. The Politics of Gamification: Education, Neoliberalism and the Knowledge Economy. Rev. Educ. Pedagog. Cult. Stud. 2018, 40, 204–226. [Google Scholar]
- De Sousa Borges, S.; Durelli, V.H.S.; Reis, H.M.; Isotani, S. A Systematic Mapping on Gamification Applied to Education. In Proceedings of the ACM Symposium on Applied Computing; Association for Computing Machinery: New York, NY, USA, 2014; pp. 216–222. [Google Scholar]
- Caponetto, I.; Earp, J.; Ott, M. Gamification and Education: A Literature Review. In 8th European Conference on Games Based Learning; Academic Conferences International Limited: Reading, UK, 2014; Volume 1, pp. 50–57. [Google Scholar]
- Bai, S.; Hew, K.F.; Huang, B. Does Gamification Improve Student Learning Outcome? Evidence from a Meta-Analysis and Synthesis of Qualitative Data in Educational Contexts. Educ. Res. Rev. 2020, 30, 100322. [Google Scholar]
- Mellado, V.; Borrachero, A.B.; Brígido, M.; Melo, L.V.; Dávila, M.A.; Cañada, F.; Conde, M.C.; Costillo, E.; Cubero, J.; Esteban, R.; et al. Emotions in Science Teaching. Ensen. las Cienc. 2014, 32, 11–36. [Google Scholar]
- Vidakis, N.; Barianos, A.K.; Trampas, A.M.; Papadakis, S.; Kalogiannakis, M.; Vassilakis, K. Generating Education In-Game Data: The Case of an Ancient Theatre Serious Game. In CSEDU 2019—Proceedings of the 11th International Conference on Computer Supported Education; SciTePress: Heraklion, Greece, 2019; Volume 1, pp. 36–43. [Google Scholar]
- Borrachero, A.B.; Brigido, M.; Gomez, R.; Bermejo, M.L.; Mellado, V. Emotions in prospective secondary teachers on the science learning and teaching process (Las emociones de los futuros profesores de secundaria sobre el aprendizaje y la enseñanza de las ciencias). Int. J. Dev. Educ. Psychol. Rev. 2011, 1, 521–530. [Google Scholar]
- Hug, B.; Krajcik, J.S.; Marx, R.W. Using Innovative Learning Technologies to Promote Learning and Engagement in an Urban Science Classroom. Urban Educ. 2005, 40, 446–472. [Google Scholar] [CrossRef]
- Slykhuis, D.; Slykhuis, D.; Krall, R. Teaching Science with Technology: A Decade of Research. In Proceedings of the Society for Information Technology & Teacher Education International Conference, Nashville, TN, USA, 7 March 2011; pp. 4142–4151. [Google Scholar]
- Papadakis, S.; Kalogiannakis, M.; Zaranis, N. The Effectiveness of Computer and Tablet Assisted Intervention in Early Childhood Students’ Understanding of Numbers. An Empirical Study Conducted in Greece. Educ. Inf. Technol. 2018, 23, 1849–1871. [Google Scholar] [CrossRef]
- Arnold, B.J. Gamification in Education. Proc. Am. Soc. Bus. Behav. Sci. 2014, 21, 32–39. [Google Scholar]
- Kim, S.; Song, K.; Lockee, B.; Burton, J.; Kim, S.; Song, K.; Lockee, B.; Burton, J. Gamification Cases in STEM Education. In Gamification in Learning and Education; Springer: Cham, Switzerland, 2018; pp. 125–139. [Google Scholar]
- Al-Azawi, R.; Al-Faliti, F.; Al-Blushi, M. Educational Gamification vs. Game Based Learning: Comparative Study. Int. J. Innov. Manag. Technol. 2016, 7, 132–136. [Google Scholar] [CrossRef]
- Chan, K.Y.G.; Tan, S.L.; Hew, K.F.T.; Koh, B.G.; Lim, L.S.; Yong, J.C. Knowledge for Games, Games for Knowledge: Designing a Digital Roll-and-Move Board Game for a Law of Torts Class. Res. Pract. Technol. Enhanc. Learn. 2017, 12, 1–20. [Google Scholar] [CrossRef] [Green Version]
- Rachels, J.R.; Rockinson-Szapkiw, A.J. The Effects of a Mobile Gamification App on Elementary Students’ Spanish Achievement and Self-Efficacy. Comput. Assist. Lang. Learn. 2018, 31, 72–89. [Google Scholar] [CrossRef]
- De-Marcos, L.; Domínguez, A.; Saenz-De-Navarrete, J.; Pagés, C. An Empirical Study Comparing Gamification and Social Networking on E-Learning. Comput. Educ. 2014, 75, 82–91. [Google Scholar] [CrossRef]
- Van Eck, R. Digital Game-Based Learning: It’s Not Just the Digital Natives Who Are Restless. Educ. Rev. 2006, 41, 1–16. [Google Scholar]
- Teo, T.; Fan, X.; Du, J. Technology Acceptance among Pre-Service Teachers: Does Gender Matter? Background. Australas. J. Educ. Technol. 2015, 31, 235–251. [Google Scholar] [CrossRef]
- Markopoulos, A.P.; Fragkou, A.; Kasidiaris, P.D.; Davim, J.P. Gamification in Engineering Education and Professional Training. Int. J. Mech. Eng. Educ. 2015, 43, 118–131. [Google Scholar] [CrossRef]
- Hanus, M.D.; Fox, J. Assessing the Effects of Gamification in the Classroom: A Longitudinal Study on Intrinsic Motivation, Social Comparison, Satisfaction, Effort, and Academic Performance. Comput. Educ. 2015, 80, 152–161. [Google Scholar] [CrossRef]
- McDaniel, R.; Lindgren, R.; Friskics, J. Using Badges for Shaping Interactions in Online Learning Environments. In Proceedings of the IEEE International Professional Communication Conference, Orlando, FL, USA, 8–10 October 2012; pp. 1–4. [Google Scholar]
- Sjøberg, S.; Schreiner, C. Results and Perspectives from the Rose Project. In Science Education Research and Practice in Europe; Sense Publishers: Rotterdam, The Netherlands, 2012; pp. 203–236. [Google Scholar]
- Erhel, S.; Jamet, E. Improving Instructions in Educational Computer Games: Exploring the Relations between Goal Specificity, Flow Experience and Learning Outcomes. Comput. Hum. Behav. 2019, 91, 106–114. [Google Scholar] [CrossRef]
- Huizenga, J.; Admiraal, W.; Ten Dam, G.; Voogt, J. Mobile Game-Based Learning in Secondary Education: Students’ Immersion, Game Activities, Team Performance and Learning Outcomes. Comput. Hum. Behav. 2019, 99, 137–143. [Google Scholar] [CrossRef] [Green Version]
- Khazanchi, R.; Khazanchi, R.; Khazanchi, P. Exploring Kahoot! Learning through Gaming in Secondary Science Education. In Proceedings of the Society for Information Technology & Teacher Education International Conference, Las Vegas, NV, USA, 18 March 2019; AACE: Waynesville, NC, USA, 2019; pp. 1873–1879. [Google Scholar]
- Bybee, R. Achieving Scientific Literacy: From Purposes to Practices; Heinemann: Portsmouth, NH, USA, 1997. [Google Scholar]
- Tsai, F.-H. The Development and Evaluation of a Computer-Simulated Science Inquiry Environment Using Gamified Elements. J. Educ. Comput. Res. 2018, 56, 3–22. [Google Scholar] [CrossRef] [Green Version]
- Hugerat, M.; Kortam, N. Improving Higher Order Thinking Skills among Freshmen by Teaching Science through Inquiry. Eurasia J. Math. Sci. Technol. Educ. 2014, 10, 447–454. [Google Scholar] [CrossRef]
- Lazonder, A.W.; Harmsen, R. Meta-Analysis of Inquiry-Based Learning: Effects of Guidance. Rev. Educ. Res. 2016, 86, 681–718. [Google Scholar] [CrossRef]
- Wallace, J.; Louden, W. Dilemmas of Science Teaching: Perspectives on Problems of Practice; Psychology Press: London, UK, 2002. [Google Scholar]
- Riga, F.; Winterbottom, M.; Harris, E.; Newby, L. Inquiry-Based Science Education. In Science Education; Brill Sense: Leiden, The Netherlands, 2017; Volume 31, pp. 247–261. [Google Scholar]
- McClarty, K.L.; Orr, A.; Frey, P.M.; Dolan, R.P.; Vassileva, V.; McVay, A. A Literature Review of Gaming in Education; Research Report; Pearson: London, UK, 2012. [Google Scholar]
- Hamari, J. Do Badges Increase User Activity? A Field Experiment on the Effects of Gamification. Comput. Hum. Behav. 2017, 71, 469–478. [Google Scholar] [CrossRef]
- Kelly, H. Games, Cookies, and the Future of Education. Issues Sci. Technol. 2005, 21, 33–40. [Google Scholar]
- Marín, B.; Frez, J.; Cruz-Lemus, J.; Genero, M. An Empirical Investigation on the Benefits of Gamification in Programming Courses. ACM Trans. Comput. Educ. 2019, 19, 1–22. [Google Scholar] [CrossRef]
- Zainuddin, Z. Students’ Learning Performance and Perceived Motivation in Gamified Flipped-Class Instruction. Comput. Educ. 2018, 126, 75–88. [Google Scholar] [CrossRef]
- Ivanova, G.; Kozov, V.; Zlatarov, P. Gamification in Software Engineering Education. In Proceedings of the 2019 42nd International Convention on Information and Communication Technology, Electronics and Microelectronics, MIPRO, Opatija, Croatia, 20–24 May 2019; pp. 1445–1450. [Google Scholar]
- Gatti, L.; Ulrich, M.; Seele, P. Education for Sustainable Development through Business Simulation Games: An Exploratory Study of Sustainability Gamification and Its Effects on Students’ Learning Outcomes. J. Clean. Prod. 2019, 207, 667–678. [Google Scholar] [CrossRef]
- Davis, K.; Sridharan, H.; Koepke, L.; Singh, S.; Boiko, R. Learning and Engagement in a Gamified Course: Investigating the Effects of Student Characteristics. J. Comput. Assist. Learn. 2018, 34, 492–503. [Google Scholar] [CrossRef]
- Kitchenham, B.; Pretorius, R.; Budgen, D.; Brereton, O.P.; Turner, M.; Niazi, M.; Linkman, S. Systematic Literature Reviews in Software Engineering—A Tertiary Study. Inf. Softw. Technol. 2010, 52, 792–805. [Google Scholar] [CrossRef]
- Moher, D.; Liberati, A.; Tetzlaff, J.; Altman, D.G. Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement. PLoS Med. 2009, 6, e1000097. [Google Scholar] [CrossRef] [Green Version]
- Kitchenham, B. Procedures for Performing Systematic Reviews; Keele University: Keele, UK, 2004. [Google Scholar]
- Gusenbauer, M. Google Scholar to Overshadow Them All? Comparing the Sizes of 12 Academic Search Engines and Bibliographic Databases. Scientometrics 2019, 118, 177–214. [Google Scholar] [CrossRef] [Green Version]
- Petri, G.; von Wangenheim, C.G. How to Evaluate Educational Games: A Systematic. J. Univers. Comput. Sci. 2016, 22, 992–1021. [Google Scholar]
- Cronin, P.; Ryan, F.; Coughlan, M. Undertaking a Literature Review: A Step-by-Step Approach. Br. J. Nurs. 2008, 17, 38–43. [Google Scholar] [CrossRef]
- Petticrew, M.; Roberts, H. Title: Systematic Reviews in the Social Sciences: A Practical Guide; John Wiley & Sons: Hoboken, NJ, USA, 2008. [Google Scholar]
- Haddaway, N.R.; Collins, A.M.; Coughlin, D.; Kirk, S. The Role of Google Scholar in Evidence Reviews and Its Applicability to Grey Literature Searching. PLoS ONE 2015, 10, e0138237. [Google Scholar] [CrossRef] [Green Version]
- Braun, V.; Clarke, V. Using Thematic Analysis in Psychology. Qual. Res. Psychol. 2006, 3, 77–101. [Google Scholar] [CrossRef] [Green Version]
- Kern, F.G. The Trials and Tribulations of Applied Triangulation: Weighing Different Data Sources. Artic. J. Mix. Methods Res. 2018, 12, 166–181. [Google Scholar] [CrossRef] [Green Version]
- Sánchez-Martín, J.; Cañada-Cañada, F.; Dávila-Acedo, M.A. Just a Game? Gamifying a General Science Class at University: Collaborative and Competitive Work Implications. Think. Ski. Creat. 2017, 26, 51–59. [Google Scholar] [CrossRef]
- Bjaelde, O.E.; Pedersen, M.K.; Sherson, J. Gamification of Quantum Mechanics Teaching. In Proceedings of the E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education, New Orleans, LA, USA, 27 October 2014; AACE: San Diego, CA, USA, 2014; pp. 218–222. [Google Scholar]
- Sánchez-Rivas, E.; Ruiz-Palmero, J.; Sánchez-Rodríguez, J. Gamification of Assessments in the Natural Sciences Subject in Primary Education. Educ. Sci. Theory Pract. 2019, 19, 95–111. [Google Scholar]
- Fleischman, K.; Ariel, E. Gamification in Science Education: Gamifying Learning of Microscopic Processes in the Laboratory. Contemp. Educ. Technol. 2016, 7, 138–159. [Google Scholar] [CrossRef]
- López Carrillo, D.; Calonge García, A.; Rodríguez Laguna, T.; Ros Magán, G.; Alberto Lebrón Moreno, J. Using Gamification in a Teaching Innovation Project at the University of Alcalá: A New Approach to Experimental Science Practices. Electron. J. e-Learn. 2019, 17, 93–106. [Google Scholar]
- Sajin, M.; Namli, R.A.N.A. Gamification and effects on students’ science lesson achievement. Int. J. New Trends Educ. Their Implic. 2016, 7, 41–47. [Google Scholar]
- Sanmugam, M.; Abdullah, Z.; Mohamed, H.; Aris, B.; Zaid, N.M.; Suhadi, S.M. The Affiliation between Student Achievement and Elements of Gamification in Learning Science. In Proceedings of the 2016 4th International Conference on Information and Communication Technology, ICoICT 2016, Bandung, Indonesia, 25–27 May 2016; pp. 1–4. [Google Scholar]
- Khan, A.; Ahmad, F.H.; Malik, M.M. Use of Digital Game Based Learning and Gamification in Secondary School Science: The Effect on Student Engagement, Learning and Gender Difference. Educ. Inf. Technol. 2017, 22, 2767–2804. [Google Scholar] [CrossRef]
- Zamora-Polo, F.; Corrales-Serrano, M.; Sánchez-Martín, J.; Espejo-Antúnez, L. Nonscientific University Students Training in General Science Using an Active-Learning Merged Pedagogy: Gamification in a Flipped Classroom. Educ. Sci. 2019, 9, 297. [Google Scholar] [CrossRef] [Green Version]
- Yapıcı, İ.Ü.; Karakoyun, F. Gamification in Biology Teaching: A Sample of Kahoot Application. Turk. Online J. Qual. Inq. 2017, 8, 396–414. [Google Scholar] [CrossRef]
- Lai, K.H.; Foon, H.K. To Assess a Gamified 5E Flipped Learning Platform’s Effectiveness in Promoting Student Learning and Achievement in Physics: A Design-Based Research. In Shaping the Future of Education, Communication and Technology; Springer: Singapore, 2019; pp. 91–106. [Google Scholar]
- Pesare, E.; Roselli, T.; Corriero, N.; Rossano, V. Game-Based Learning and Gamification to Promote Engagement and Motivation in Medical Learning Contexts. Smart Learn. Environ. 2016, 3, 1–21. [Google Scholar] [CrossRef] [Green Version]
- Jenkins, D.A.; Mason, D. Gamification in General Chemistry. In Active Learning in College Science; Springer: Cham, Switzerland, 2020; pp. 439–449. [Google Scholar]
- Fan, K.K.; Xiao, P.W.; Su, C.H. The Effects of Learning Styles and Meaningful Learning on the Learning Achievement of Gamification Health Education Curriculum. Eurasia J. Math. Sci. Technol. Educ. 2015, 11, 1211–1229. [Google Scholar]
- Hursen, C.; Bas, C. Use of Gamification Applications in Science Education. Int. J. Emerg. Technol. Learn. 2019, 14, 4–23. [Google Scholar] [CrossRef]
- Bonde, M.T.; Makransky, G.; Wandall, J.; Larsen, M.V.; Morsing, M.; Jarmer, H.; Sommer, M.O.A. Improving Biotech Education through Gamified Laboratory Simulations. Nat. Biotechnol. 2014, 32, 694–697. [Google Scholar] [CrossRef] [Green Version]
- Kingsley, T.L.; Grabner-Hagen, M.M. Gamification. J. Adolesc. Adult Lit. 2015, 59, 51–61. [Google Scholar] [CrossRef]
- Owens, D.C. Overcoming Motivational Barriers to Understanding and Accepting Evolution through Gameful Learning. In Evolution Education Re-Considered; Springer: Cham, Switzerland, 2019; pp. 167–184. [Google Scholar]
- Jones, S.M.; Katyal, P.; Xie, X.; Nicolas, M.P.; Leung, E.M.; Noland, D.M.; Montclare, J.K. A ‘KAHOOT!’ Approach: The Effectiveness of Game-Based Learning for an Advanced Placement Biology Class. Simul. Gaming 2019, 50, 832–847. [Google Scholar] [CrossRef]
- Erdoğdu, F.; Karatas, F.O. Examining the Effects of Gamification on Different Variables in Science Education. In Identifing Turkish Society’s Level of Scientific Literacy View Project Identifing Turkish Society’s Level of Scientific Literacy View Project; Antalya, Turkey, 2016; Available online: https://www.researchgate.net/publication/312164266_Examining_the_Effects_of_Gamification_on_Different_Variables_in_Science_Education (accessed on 15 December 2020).
- Sanga Lamsari Purba, L.; Sormin, E.; Harefa, N.; Sumiyati, S. Effectiveness of Use of Online Games Kahoot! Chemical to Improve Student Learning Motivation. J. Pendidik. Kim. 2019, 11, 57–66. [Google Scholar]
- Asa’D, R.; Gunn, C. Improving Problem Solving Skills in Introductory Physics Using Kahoot! Phys. Educ. 2018, 53, 053001. [Google Scholar] [CrossRef]
- Curto Prieto, M.; Orcos Palma, L.; Blázquez Tobías, P.; León, F. Student Assessment of the Use of Kahoot in the Learning Process of Science and Mathematics. Educ. Sci. 2019, 9, 55. [Google Scholar] [CrossRef] [Green Version]
- Erzberger, C.; Prein, G. Triangulation: Validity and Empirically-Based Hypothesis Construction. Qual. Quant. 1997, 31, 141–154. [Google Scholar]
- Azorín, J.; Research, R.C. The Application of Mixed Methods in Organisational Research: A Literature Review. Electron. J. Bus. Res. Methods 2010, 8, 95–105. [Google Scholar]
- Creswell, J.W.; Hanson, W.E.; Clark Plano, V.L.; Morales, A. Qualitative Research Designs. Couns. Psychol. 2007, 35, 236–264. [Google Scholar] [CrossRef]
- National Research Council. A Framework for K-12 Science Education: Practices, Crosscutting Concepts, and Core Ideas; National Academies Press: Washington, DC, USA, 2012. [Google Scholar]
- Opfermann, M.; Schmeck, A.; Fischer, H.E. Multiple Representations in Physics and Science Education—Why Should We Use Them? Springer: Cham, Switzerland, 2017; Volume 10, pp. 1–22. [Google Scholar]
- Bell, T.; Urhahne, D.; Schanze, S.; Ploetzner, R. Collaborative Inquiry Learning: Models, Tools, and Challenges. Int. J. Sci. Educ. 2010, 32, 349–377. [Google Scholar] [CrossRef] [Green Version]
- Buckley, B.C. Interactive Multimedia and Model-Based Learning in Biology. Int. J. Sci. Educ. 2000, 22, 895–935. [Google Scholar] [CrossRef]
- Erol, M.; Bilal, E.; Erol, M. Hypothesis-Experiment-Instruction (Hei) Method for Investigation and Elimination of Misconceptions on Friction. Balk. Phys. Lett. Bogazici Univ. Press BPL 2010, 18, 269–276. [Google Scholar]
- Bayraktar, S. Misconceptions of Turkish Pre-Service Teachers about Force and Motion. Int. J. Sci. Math. Educ. 2009, 7, 273–291. [Google Scholar] [CrossRef]
- Sharma, S.V.; Sharma, K.C. Concepts of Force and Frictional Force: The Influence of Preconceptions on Learning across Different Levels. Phys. Educ. 2007, 42, 516–521. [Google Scholar] [CrossRef]
- Dubois, D.J.; Tamburrelli, G. Understanding Gamification Mechanisms for Software Development. In Proceedings of the 2013 9th Joint Meeting on Foundations of Software Engineering; ACM: Shanghai, China, 2013; pp. 659–662. [Google Scholar]
- Aparicio, M.; Oliveira, T.; Bacao, F.; Painho, M. Gamification: A Key Determinant of Massive Open Online Course (MOOC) Success. Inf. Manag. 2019, 56, 39–54. [Google Scholar] [CrossRef] [Green Version]
- Bielik, P. Integration and Adaptation of Motivational Factors into Software Systems. In Personalized Web-Science, Technologies and Engineering: 11th Spring 2012 PeWe Workshop Modra-Piesok; Mária Bieliková, P.N., Michal Barla, M.Š., Tvarožek, J., Eds.; ACM: Modra, Slovakia, 2012; pp. 31–32. [Google Scholar]
- Buil, I.; Catalán, S.; Martínez, E. Understanding Applicants’ Reactions to Gamified Recruitment. J. Bus. Res. 2020, 110, 41–50. [Google Scholar] [CrossRef]
- Papadakis, S.; Kalogiannakis, M.; Sifaki, E.; Vidakis, N. Access Moodle Using Smart Mobile Phones. A Case Study in a Greek University. In Interactivity, Game Creation, Design, Learning, and Innovation. ArtsIT 2017, DLI 2017. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering; Brooks, A., Brooks, E., Vidakis, N., Eds.; Springer: Switzerland, Cham, 2018; Volume 229, pp. 376–385. [Google Scholar]
- Walz, S.P.; Deterding, S. The Gameful World: Approaches, Issues, Applications; MIT Press: Cambridge, MA, USA, 2015. [Google Scholar]
- Tenório, M.M.; Reinaldo, F.A.F.; Góis, L.A.; Lopes, R.P.; dos Santos Junior, G. Elements of Gamification in Virtual Learning Environments: A Systematic Review. In Advances in Intelligent Systems and Computing; Springer: Cham, Switzerland, 2018; Volume 716, pp. 86–96. [Google Scholar]
- Çağlar, Ş.; Arkün-Kocadere, S. Gamification in Online Learning Environments. J. Educ. Sci. Pract. 2015, 14, 83–102. [Google Scholar]
- Glover, I. Play as You Learn: Gamification as a Technique for Motivating Learners. In Edmedia + Innovate Learning; AACE: Waynesville, NC, USA, 2013; pp. 1999–2008. [Google Scholar]
- Licorish, S.A.; Owen, H.E.; Daniel, B.; George, J.L. Students’ Perception of Kahoot!’s Influence on Teaching and Learning. Res. Pract. Technol. Enhanc. Learn. 2018, 13, 1–23. [Google Scholar] [CrossRef] [Green Version]
- De Souza Sombrio, G.; Ribas Ulbricht, V.; Külkamp Haeming, W. Games and Gamification: A Proposal for a Creative Learning Process in Education. J. Educ. Hum. Dev. 2014, 3, 2334–2978. [Google Scholar]
- Tracy, F.; Christopher, S.; Steven, H. Game Design Workshop: A Playcentric Approach to Creating Innovative Games; CRC Press: Boca Raton, FL, USA, 2014. [Google Scholar]
- Berkling, K.; Thomas, C. Gamification of a Software Engineering Course and a Detailed Analysis of the Factors That Lead to It’s Failure. In Proceedings of the 2013 International Conference on Interactive Collaborative Learning, ICL 2013, Kazan, Russia, 25–27 September 2013; pp. 525–530. [Google Scholar]
- Thomas, C.; Berkling, K. Redesign of a Gamified Software Engineering Course. In Proceedings of the 2013 International Conference on Interactive Collaborative Learning, ICL 2013, Kazan, Russia, 25–27 September 2013; pp. 778–786. [Google Scholar]
- Deci, E.L.; Ryan, R.M. Overview of Self-Determination Theory: An Organismic Dialectical Perspective. In Handbook of Self-Determination Research; Rochester: New York, NY, USA, 2002; pp. 3–33. [Google Scholar]
- Yildirim, I. The Effects of Gamification-Based Teaching Practices on Student Achievement and Students’ Attitudes toward Lessons. Internet High. Educ. 2017, 33, 86–92. [Google Scholar] [CrossRef]
- Groening, C.; Binnewies, C. “Achievement Unlocked!”—The Impact of Digital Achievements as a Gamification Element on Motivation and Performance. Comput. Hum. Behav. 2019, 97, 151–166. [Google Scholar] [CrossRef]
- Toda, A.M.; Klock, A.C.T.; Oliveira, W.; Palomino, P.T.; Rodrigues, L.; Shi, L.; Bittencourt, I.; Gasparini, I.; Isotani, S.; Cristea, A.I. Analysing Gamification Elements in Educational Environments Using an Existing Gamification Taxonomy. Smart Learn. Environ. 2019, 6, 1–14. [Google Scholar] [CrossRef]
- Schöbel, S.; Janson, A.; Jahn, K.; Kordyaka, B.; Turetken, O.; Djafarova, N.; Saqr, M.; Wu, D.; Söllner, M.; Adam, M.; et al. A Research Agenda for the Why, What, and How of Gamification Designs Results on an ECIS 2019 Panel. Commun. Assoc. Inf. Syst. 2020, 46, 30. [Google Scholar]
- Papadakis, S.; Vaiopoulou, J.; Kalogiannakis, M.; Stamovlasis, D. Developing and Exploring an Evaluation Tool for Educational Apps (E.T.E.A.) Targeting Kindergarten Children. Sustainability 2020, 12, 4201. [Google Scholar] [CrossRef]
- Guzsvinecz, T.; Szucs, V. Designing Gamified Virtual Reality Applications with Sensors—A Gamification Study. In Pannonian Conference on Advances in Information Technology (PCIT 2019); University of Pannonia: Vezprem, Hungary, 2019; pp. 105–112. [Google Scholar]
- Högberg, J.; Shams, P.; Wästlund, E. Gamified In-Store Mobile Marketing: The Mixed Effect of Gamified Point-of-Purchase Advertising. J. Retail. Consum. Serv. 2019, 50, 298–304. [Google Scholar] [CrossRef]
- Betz, S.; Székely, É.; Zarrieß, S.; Schröer, M.; Schade, L.; Wagner, P. Hesitation Processing Analysis Using Continuous Mouse-Tracking and Gamification. In Elektronische Sprachsignalverarbeitung 2020. Tagungsband der 31 Konferenz; Wendemuth, A., Böck, R., Siegert, I., Eds.; Studientexte zur Sprachkommunikation; TUD Press: Dresden, Germany, 2020; pp. 85–92. [Google Scholar]
- Lin, H.Z.S.; Chiou, G.F. Effects of Comparison and Game-Challenge on Sixth Graders’ Algebra Variable Learning Achievement, Learning Attitude, and Meta-Cognitive Awareness. Eurasia J. Math. Sci. Technol. Educ. 2017, 13, 2627–2644. [Google Scholar]
- Schawbel, D. Adam Penenberg: How Gamification Is Going to Change the Workplace; Forbes: Ewing, NJ, USA, 2013. [Google Scholar]
- Literacy, S.E.-N. Overview of Research on the Educational Use of Video Games. Nord. J. Digit. Lit. 2006, 1, 184–214. [Google Scholar]
- Tulloch, R. The Construction of Play: Rules, Restrictions, and the Repressive Hypothesis. Games Cult. 2014, 9, 335–350. [Google Scholar] [CrossRef]
- Jackson, A.; Gaudet, L.; McDaniel, L.; Brammer, D. Curriculum Integration: The Use of Technology to Support Learning. J. Coll. Teach. Learn. 2011, 6. [Google Scholar] [CrossRef]
- Codish, D.; Ravid, G. Detecting Playfulness in Educational Gamification through Behavior Patterns. IBM J. Res. Dev. 2015, 59, 1–14. [Google Scholar] [CrossRef] [Green Version]
- Klock, A.C.; Gasparini, I.; Pimenta, M.S.; de Oliveira, J.P.M. “Everybody Is Playing the Game, but Nobody’s Rules Are the Same”: Towards Adaptation of Gamification Based on Users’ Characteristics. Bull. IEEE Tech. Comm. Learn. Technol. 2015, 17, 22–25. [Google Scholar]
- Squire, K. Changing the Game: What Happens When Video Games Enter the Classroom? Innov. J. Online Educ. 2005, 1. [Google Scholar]
- Egger, M.; Smith, G.D.; Schneider, M.; Minder, C. Bias in Meta-Analysis Detected by a Simple, Graphical Test. Br. Med. J. 1997, 315, 629–634. [Google Scholar] [CrossRef] [Green Version]
- Moher, D.; Shamseer, L.; Clarke, M.; Ghersi, D.; Liberati, A.; Petticrew, M.; Shekelle, P.; Stewart, L.A.; Estarli, M.; Barrera, E.S.A.; et al. Preferred Reporting Items for Systematic Review and Meta-Analysis Protocols (PRISMA-P) 2015 Statement. Rev. Esp. Nutr. Hum. Diet. 2016, 20, 148–160. [Google Scholar] [CrossRef] [Green Version]
- Thomé, A.M.T.; Scavarda, L.F.; Scavarda, A.J. Conducting Systematic Literature Review in Operations Management. Prod. Plan. Control 2016, 27, 408–420. [Google Scholar] [CrossRef]
- Papadakis, S.; Kalogiannakis, M.; Sifaki, E.; Vidakis, N. Evaluating Moodle use via Smart Mobile Phones. A case study in a Greek University. EAI Endorsed Trans. Creat. Technol. 2018, 5, 156382. [Google Scholar] [CrossRef] [Green Version]
- Transforming American Education: Learning Powered by Technology; Department of Education, Office of Educational Technology: Washington, DC, USA, 2010.
- Chow, C.Y.; Riantiningtyas, R.R.; Kanstrup, M.B.; Papavasileiou, M.; Liem, G.D.; Olsen, A. Can Games Change Children’s Eating Behaviour? A Review of Gamification and Serious Games. Food Qual. Prefer. 2020, 80, 103823. [Google Scholar] [CrossRef]
- Huang, R.; Ritzhaupt, A.D.; Sommer, M.; Zhu, J.; Stephen, A.; Valle, N.; Hampton, J.; Li, J. The Impact of Gamification in Educational Settings on Student Learning Outcomes: A Meta-Analysis. Educ. Technol. Res. Dev. 2020, 68, 1875–1901. [Google Scholar] [CrossRef]
- Bayram, Z.; Oskay, Ö.Ö.; Erdem, E.; Özgür, S.D.; Şen, Ş. Effect of Inquiry Based Learning Method on Students’ Motivation. Procedia Soc. Behav. Sci. 2013, 106, 988–996. [Google Scholar]
- Zourmpakis, A.I.; Papadakis, S.; Kalogiannakis, M. Education of Preschool and Elementary Teachers on the Use of Adaptive Gamification in Science Education. Int. J. Technol. Enhanc. Learn. (Forthcom. Artic.) 2020. [Google Scholar]
Core Concepts | Synonyms |
---|---|
Gamification | Gamification, gamified, gamified environment, gamified application, applied game design, |
Science education | Scientific education, science teaching, science education, the teaching of science, chemistry, geology, physics, biology, astronomy, natural sciences, earth sciences |
Educational level | Education, primary education, elementary education, K-12 education, graded school education, secondary education, high school, junior high school, middle school, prep school, preparatory school, senior high school, college preparatory school, intermediate school, higher education, further education, graduate school education, tertiary-level education, university education |
Gaming elements | Gaming elements, gaming mechanics, gaming components, gaming factors, gaming constituent |
Data Source | 1st Stage (Identification) | 2nd Stage (Screening) | 3rd Stage (Eligibility) | 4th Stage (Eligibility) | 5th Stage (Included) |
---|---|---|---|---|---|
Eric | 74 | 74 | 12 | 6 | 6 |
Wiley Online Library | 300 | 300 | 3 | 1 | 2 |
SpringerLink | 300 | 300 | 7 | 5 | 5 |
Sage Journals | 171 | 171 | 7 | 2 | 2 |
Taylor & Francis Online | 241 | 241 | 3 | 0 | 0 |
Google scholar | 1000 | 1000 | 17 | 11 | 8 |
JSTOR | 368 | 368 | 2 | 0 | 0 |
Science Direct | 3300 | 3300 | 6 | 1 | 1 |
No. | Author(s) | Educational Level | Content Area | Educational Context |
---|---|---|---|---|
1. | Sanchez-Martin et al. [105] | Higher | Natural Sciences | Self-developed gamification through a Web-based gamified platform (“Moodle”) |
2. | Bjaelde et al. [106] | Higher | Physics | Pre-existed Gamified simulation application (“Tunneling Expert”) |
3. | Sanchez-Rivas, Ruiz-Palmero and Sanchez-Rodriguez [107] | Primary | Natural sciences | Self-developed digital assessment test |
4. | Fleischmann & Ariel [108] | Higher | Biology | Web-based interactive multimedia application-practice tool (“ELISA Learning Tool Prototype”) |
5. | López Carrillo, et al. [109] | Higher | Natural sciences | Gamified laboratory practice- use of web-based gamified platforms (“ClassDojo” and “Kahoot”) |
6. | Sahin and Namli, [110] | Primary | Natural sciences | Self-developed digital gamified application |
7. | Sanmugam et al. [111] | Secondary | Natural sciences | Web-based Gamified platform (“Zondle”) |
8. | Khan et al. [112] | Secondary | Physics | Self-developed gamified application |
9. | Zamora-Polo et al. [113] | Primary | Natural Sciences | Web-based gamified platforms and game-based activities (“Kahoot”, “Socrative”, “Quizziz”) |
10. | Yapici and Karakoyun [114] | Higher | Biology | Web-based Gamified platform (“Kahoot”) |
11. | Lai and Foon [115] | Secondary | Physics | Self-developed Web-based Gamified platform |
12. | Tsai [82] | Secondary | Physics | Self-developed gamified computer-simulated science inquiry environment |
13. | Pesare et al. [116] | Higher | Biology | Pre-existed gamification simulations (“Simulation of Clinical Cases” and “Edugame”) |
14. | Jenkins and Mason [117] | Higher | Chemistry | Self-developed gamification application (“LABMATTER”). |
15. | Fan and Xiao [118] | Secondary | Biology | Self-developed gamification application (“MMBCLS”) |
16. | Hursen and Bas [119] | Primary | Biology | Gamification application (“ClassDojo”) |
17. | Bonde et al. [120] | Secondary | Biotechnology | Gamified laboratory simulation (“Labster”) |
18. | Kingsley and Melissa [121] | Primary | Natural sciences | Gamification platform (“3D GameLab”) |
19. | Owens [122] | Higher | Biology | Gamified learning course |
20. | Jones et al. [123] | Secondary | Biology | Web-based gamified platform (“Kahoot”) |
21. | Erdogdu and Karatas [124] | Primary | Natural sciences | Self-developed gamification application |
22. | Purba et al. [125] | Secondary | Chemistry | Web-based gamified platform (“Kahoot”) |
23. | Asa’d and Gunn [126] | Higher | Physics | Web-based gamified platform (“Kahoot”) |
24. | Curto Prieto et al. [127] | Secondary | Natural Sciences | Web-based gamified platform (“Kahoot”) |
No. | Author(s) | Method | Data Collection Instrument |
---|---|---|---|
1. | Sanchez-Martin et al. [105] | Quantitative | Game records |
2. | Bjaelde et al. [106] | Mixed methods | Test evaluations and questionnaires |
3. | Sanchez-Rivas, Ruiz-Palmero and Sanchez-Rodriguez [107] | Quantitative | Questionnaires |
4. | Fleischmann and Ariel [108] | Mixed methods | Questionnaires |
5. | López Carrillo, et al. [109] | Mixed methods | Game records and questionnaires |
6. | Sahin and Namli, [110] | Quantitative | Test evaluations |
7. | Sanmugam et al. [111] | Mixed methods | Test evaluations and interviews |
8. | Khan et al. [112] | Mixed methods | Observation and test evaluations |
9. | Zamora-Polo et al. [113] | Mixed methods | Questionnaires and interviews |
10. | Yapici and Karakoyun [114] | Mixed methods | Questionnaires and interviews |
11. | Lai and Foon [115] | Mixed methods | Game records, test evaluations, questionnaires, and interviews |
12. | Tsai [82] | Mixed methods | Test evaluations and questionnaires |
13. | Pesare et al. [116] | Quantitative | Test evaluations |
14. | Jenkins and Mason [117] | Quantitative | Game records and test evaluations |
15. | Fan and Xiao [118] | Mixed methods | Test evaluations, questionnaires, and interviews |
16. | Hursen & Bas [119] | Mixed methods | Test evaluations, questionnaires, and interviews |
17. | Bonde et al. [120] | Quantitative | Test evaluations and questionnaires |
18. | Kingsley and Melissa [121] | Mixed methods | Observation, game records, questionnaires, and interviews |
19. | Owens [122] | Mixed methods | Questionnaires |
20. | Jones et al. [123] | Mixed methods | Questionnaires |
21. | Erdogdu and Karatas [124] | Mixed methods | Observation, questionnaires, and interviews |
22. | Purba et al. [125] | Qualitative | Questionnaires and interviews |
23. | Asa’d and Gunn [126] | Mixed methods | Questionnaires |
24. | Curto Prieto et al. [127] | Quantitative | Questionnaires |
Articles | Theories Underpinning Gamification | Game Elements | Learning Results | Motivational Outcomes |
---|---|---|---|---|
Sanchez-Martin et al. [105] | Does not clearly elaborate on motivational aspects. | Rewards, points, storytelling, competitive and collaborative challenges. |
|
|
Bjaelde et al. [106] | Does not clearly elaborate on motivational aspects. | Levels, leaderboards, competition. |
|
|
Sanchez-Rivas, Ruiz-Palmero and Sanchez-Rodriguez [107] | Does not clearly elaborate on motivational aspects. | Competition, points, leaderboards, prizes. |
|
|
Fleischmann and Ariel [108] | Does not clearly elaborate on motivational aspects. | Progression, narrative with animations and sound, challenges/level. |
|
|
López Carrillo et al. [109] | Does not clearly elaborate on motivational aspects. | Cooperation, levels, avatars, badges, points, progression. |
|
|
Sahin and Namli, [110] | Goal-setting theory. | Puzzle, score, levels/missions, progress. |
|
|
Sanmugam et al. [111] | Does not clearly elaborate on motivational aspects. | Points, leaderboard, badges/rewards, competitive. |
|
|
Khan et al. [112] | Does not clearly elaborate on motivational aspects. | Feedback, points, animations and music, levels, goals/objectives, progression, and levels |
|
|
Zamora-Polo et al. [113] | Does not clearly elaborate on motivational aspects. | Narrative, levels, competitive and cooperation activities, points. |
|
|
Yapici and Karakoyun [114] | Does not clearly elaborate on motivational aspects. | Quiz, time-pressure, points, leaderboard, competitive, rewards. |
|
|
Lai and Foon [115] | Does not clearly elaborate on motivational aspects. | Leaderboard, levels, competitive. |
|
|
Tsai [82] | Flow theory. | Story-based, points, rewards, stats, time-pressure. |
|
|
Pesare et al. [116] | Multidimensional constructs that include both cognitive and motivational aspects that are related. | Storytelling, points, levels, leaderboard, rewards, time-pressure, competitive, progression. |
|
|
Jenkins and Mason [117] | Does not clearly elaborate on motivational aspects. | Time-pressure, levels, progression |
|
|
Fan and Xiao [118] | Does not clearly elaborate on motivational aspects. | Time- pressure, objectives, levels, competitive, story-based, progression. |
|
|
Hursen and Bas [119] | Does not clearly elaborate on motivational aspects. | Avatar, cooperative and competitive, points, badges, leaderboard, levels, progression. |
|
|
Bonde et al. [120] | Cognitive theories of multimedia learning | Storytelling, animations, points. |
|
|
Kingsley and Melissa [121] | Multifaceted, multimodal, and social aspects of New Literacies | Avatars, points, badges, levels, progression, competitive. |
|
|
Owens [122] | Self-determination. | Repeat-testing, badges, leaderboard. |
|
|
Jones et al. [123] | Does not clearly elaborate on motivational aspects. | The vibrancy, lightsome music, competition, leaderboards, |
|
|
Erdogdu and Karatas [124] | Self-determination theory. | Quizzes, badges, leaderboard, points, competitive. |
|
|
Purba et al. [125] | Theory of motivation to learn. | Quizzes, collaboration, competition, leaderboards |
|
|
Asa’d and Gunn [126] | Does not clearly elaborate on motivational aspects. | Competition, progression, leaderboards |
|
|
Curto Prieto et al. [127] | Does not clearly elaborate on motivational aspects. | Cooperation, progression, multimedia support. |
|
|
Publisher’s Note: MDPI stays neutral with regard to jurisdictional claims in published maps and institutional affiliations. |
© 2021 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (http://creativecommons.org/licenses/by/4.0/).
Share and Cite
Kalogiannakis, M.; Papadakis, S.; Zourmpakis, A.-I. Gamification in Science Education. A Systematic Review of the Literature. Educ. Sci. 2021, 11, 22. https://doi.org/10.3390/educsci11010022
Kalogiannakis M, Papadakis S, Zourmpakis A-I. Gamification in Science Education. A Systematic Review of the Literature. Education Sciences. 2021; 11(1):22. https://doi.org/10.3390/educsci11010022
Chicago/Turabian StyleKalogiannakis, Michail, Stamatios Papadakis, and Alkinoos-Ioannis Zourmpakis. 2021. "Gamification in Science Education. A Systematic Review of the Literature" Education Sciences 11, no. 1: 22. https://doi.org/10.3390/educsci11010022
APA StyleKalogiannakis, M., Papadakis, S., & Zourmpakis, A. -I. (2021). Gamification in Science Education. A Systematic Review of the Literature. Education Sciences, 11(1), 22. https://doi.org/10.3390/educsci11010022