A systematic review of the literature on gamification at the higher education level
DOI:
https://doi.org/10.14409/ie.2024.20.e0067Keywords:
gamification - higher education - learning - game - motivationAbstract
This paper seeks to explore current trends and theoretical approaches in research on gamification in higher education. For this purpose, a systematic analysis of the results associated with research in the last five years was carried out based on information provided by Scopus and other databases, in order to have a general idea of the scope and relevance of gamification at the higher education level. The clustering analysis allowed the identification of four main research clusters or trends: some focused on motivation and engagement, others on teaching and learning, educational innovation and educational technology. It is concluded that more research is needed that explores how the effectiveness of gamification strategies can be designed and evaluated at the higher education level. Gamification can be an effective tool for improving student motivation and engagement but more critical approaches and cross-disciplinary approaches could be made to better understand its development, application and linkage to innovation processes in organizations.
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