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Gamification in Education Studies

This document provides a literature review of related studies on the use of gamification in education. It summarizes 15 research studies that examined how gamification affects student motivation, learning, and performance. It also reviews related literature on the topic, including books and journal articles that discuss the benefits of gamification and the need for further research on effective gamification design elements and strategies in classroom settings.

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Josette Bonador
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© © All Rights Reserved
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0% found this document useful (0 votes)
264 views7 pages

Gamification in Education Studies

This document provides a literature review of related studies on the use of gamification in education. It summarizes 15 research studies that examined how gamification affects student motivation, learning, and performance. It also reviews related literature on the topic, including books and journal articles that discuss the benefits of gamification and the need for further research on effective gamification design elements and strategies in classroom settings.

Uploaded by

Josette Bonador
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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CHAPTER 2 NOTES

RELATED STUDIES

1 Welbers, K., Konijn, E. A., Burgers, C., de Vaate, A. B., Eden, A., & Brugman, B. C. (2019).
Gamification as a tool for engaging student learning: A field experiment with a gamified
app. E-Learning and Digital Media, 16(2), 92–109.
https://doi.org/10.1177/2042753018818342

2 Wells, D., & Fotaris, P. (2017). Game-based learning in schools: trainee teacher perceptions
in implementing gamified approaches. In Proceedings of the 11th European Conference on
Games Based Learning ECGBL 2017 (pp. 754-762). Academic Conferences and Publishing
International Limited. http://www.academic-bookshop.com/ourshop/prod_6222013-ECGBL-
2017-PDF-The-11th-European-Conference-on-GameBased-Learning.html

3 Cózar-Gutiérrez, R., & Sáez-López, J. M. (2016). Game-based learning and gamification in


initial teacher training in the social sciences: an experiment with MinecraftEdu.
International Journal of Educational Technology in Higher Education, 13(1), 1–5.
https://doi.org/10.1186/s41239-016-0003-4

4 Campillo-Ferrer, J.-M., Miralles-Martínez, P., & Sánchez-Ibáñez, R. (2020). Gamification in


Higher Education: Impact on Student Motivation and the Acquisition of Social and Civic
Key Competencies. Sustainability, 12(12), 4822. https://doi.org/10.3390/su12124822

5 Yildirim, I. (2017). The effects of gamification-based teaching practices on student


achievement and students’ attitudes toward lessons. The Internet and Higher Education,
33, 86–92. https://doi.org/10.1016/j.iheduc.2017.02.002

6 Hew, K. F., Huang, B., Chu, K. W. S., & Chiu, D. K. W. (2016). Engaging Asian students
through game mechanics: Findings from two experiment studies. Computers &
Education, 92–93, 221–236. https://doi.org/10.1016/j.compedu.2015.10.010

7 Bastean, J. K. (2018). The Effects of a Gamified Curriculum on High-School Students. Scholar


Commons. https://scholarcommons.sc.edu/etd/4906/

8ALABBASI, D. (2017). Exploring Graduate Students’ Perspectives towards Using Gamification


Techniques in Online Learning. Turkish Online Journal of Distance Education, 180.
https://doi.org/10.17718/tojde.328951

9 Delello, J. A., Hawley, H., McWhorter, R. R., Gipson, C. S., & Deal, B. (2018). Gamifying
Education. International Journal of Web-Based Learning and Teaching Technologies,
13(4), 17–33. https://doi.org/10.4018/ijwltt.2018100102
10 Pektaş, M., & Kepceoglu, I. (2019). What do prospective teachers think about educational
gamification? Science Education International, 30(1), 65–74.
https://doi.org/10.33828/sei.v30.i1.8

11 Lanuza, M.H., Mendoza, R.V., Bayan, R.J., Elipane, L., Dimaculangan, K.A., & Hilario, F.F.
(2020). A Gamification Technique Through The Method Of A Lesson Study In Teaching
Probability. http://www.ijstr.org/final-print/apr2020/A-Gamification-Technique-Through-The-
Method-Of-A-Lesson-Study-In-Teaching-Probability.pdf

12 Arenas M., Dela Cruz J. (2019) Analyzing the Students Behavior with Down Syndrome in a
Gamified Learning Environment. International Journal of Recent Technology and
Engineering, 8(2), 1839–1845. https://doi.org/10.35940/ijrte.b1030.078219

13Orbegoso, Michael. (2016). DESIGN AND DEVELOPMENT OF A GAMIFIED PROGRAM IN


SCIENCE: IMPLICATION TO ELEARNING ENVIRONMENTS.
10.13140/RG.2.1.3555.7363.

14 Conte, Potenciano Jr. D. (2017) Effect of Game-Based Learning on Students’ Performance


in Economics: A Case of “L-Akad para sa Pilipino”. PSU Journal of Education, Management and
Social Sciences. http://psurj.org/wp-content/uploads/2018/01/JEMSS_0001.pdf

15Maligalig, J. P. (2015). Game-based Learning Approaches as Implemented in the University

of the Philippines Los Baños (Abstract). Www.Academia.Edu.

https://www.academia.edu/31039600/Game_based_Learning_Approaches_as_Implement

ed_in_the_University_of_the_Philippines_Los_Ba%C3%B1os_Abstract_

16 Tolentino, Analyn. (2018). Gamified Science Instruction and Its Effect to Student Motivation
and Achievement in Science.
https://www.researchgate.net/publication/327869148_Gamified_Science_Instruction_and_Its_Ef
fect_to_Student_Motivation_and_Achievement_in_Science

17 Garcia, M. B. (2017). Delivering Effective Digital Game-Based Learning: A Comparative

Study Between Computer and Mobile as the Learning Framework for Preschoolers.

Https://Www.Researchgate.Net.

https://www.academia.edu/37843328/Delivering_Effective_Digital_Game_Based_Learni
ng_A_Comparative_Study_Between_Computer_and_Mobile_as_the_Learning_Framewo

rk_for_Preschoolers

18 Landicho, J.A., Cerna, A.P., Marapao, J.J., Balhin, G.P., & Paid, R.M. (2017). Hortari: A
Gamification Application for Engaged Teaching and Learning in Higher Education. Journal of e-
learning and knowledge society, 13. https://doi.org/10.20368/1971-8829%2F1260
19
20

RELATED LITERATURE

21 Oxford Analytica. (2016). Gamification and the Future of Education.

https://worldgovernmentsummit.org/api/publications/document?id=2b0d6ac4-e97c-6578-

b2f8-ff0000a7ddb6

22 Kim, S., Song, K., Lockee, B., & Burton, J. (2017). Gamification in Learning and Education:

Enjoy Learning Like Gaming (Advances in Game-Based Learning) (1st ed. 2018 ed.).

Springer.

23 Kim, S., Song, K., Lockee, B., & Burton, J. (2017). Gamification in Learning and Education: Enjoy
Learning Like Gaming (Advances in Game-Based Learning) (1st ed. 2018 ed.). Springer. page 15
24 Kim, S., Song, K., Lockee, B., & Burton, J. (2017). Gamification in Learning and Education: Enjoy
Learning Like Gaming (Advances in Game-Based Learning) (1st ed. 2018 ed.). Springer. page 15

25 Gamified learning in higher education: A systematic review of the literature. (2018, October

1). ScienceDirect. https://linkinghub.elsevier.com/retrieve/pii/S0747563218302541 page

3
26 Kapp, K. M. (2012). The Gamification of Learning and Instruction: Game-Based Methods

and Strategies for Training and Education. Pfeiffer.

27 Dichev, C., & Dicheva, D. (2017). Gamifying education: what is known, what is believed and

what remains uncertain: a critical review. International Journal of Educational

Technology in Higher Education, 14(1), 1. https://doi.org/10.1186/s41239-017-0042-5

28 Ortiz, M., Chiluiza, K., & Valcke, M. (2016b, July). GAMIFICATION IN HIGHER

EDUCATION AND STEM: A SYSTEMATIC REVIEW OF LITERATURE.

EDULEARN16 Proceedings, 1. https://doi.org/10.21125/edulearn.2016.0422

29 Oxford Analytica. (2016). Gamification and the Future of Education.


https://worldgovernmentsummit.org/api/publications/document?id=2b0d6ac4-e97c-6578-b2f8-
ff0000a7ddb6

30 Wells, D., & Fotaris, P. (2017). Game-based learning in schools: trainee teacher perceptions
in implementing gamified approaches. In Proceedings of the 11th European Conference on
Games Based Learning ECGBL 2017 (p. 2). Academic Conferences and Publishing
International Limited. http://www.academic-bookshop.com/ourshop/prod_6222013-ECGBL-
2017-PDF-The-11th-European-Conference-on-GameBased-Learning.html
31 Kim, S., Song, K., Lockee, B., & Burton, J. (2017). Gamification in Learning and Education: Enjoy
Learning Like Gaming (Advances in Game-Based Learning) (1st ed. 2018 ed.) (p.5). Springer.

32 Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A

longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and


academic performance. Computers & Education, 80, 3.

https://doi.org/10.1016/j.compedu.2014.08.019

33 Sanchez, D. R., Langer, M., & Kaur, R. (2020). Gamification in the classroom: Examining

the impact of gamified quizzes on student learning. Computers & Education, 144, 2.

https://doi.org/10.1016/j.compedu.2019.103666

34 Hitchens, M., & Tulloch, R. (2018). A gamification design for the classroom. Interactive

Technology and Smart Education, 15(1), 2. https://doi.org/10.1108/itse-05-2017-0028

35 Kiryakova, G., Angelova, N., & Yordanova, L. (2018). Gamification in Education (I. R.

Management Association, Ed.). https://doi.org/10.4018/978-1-5225-5198-0

36 Alomari, I., Al-Samarraie, H., & Yousef, R. (2019). The Role of Gamification Techniques in

Promoting Student Learning: A Review and Synthesis. Journal of Information

Technology Education: Research, 18, 395–397. https://doi.org/10.28945/4417

37 Iosup, A., & Epema, D. (2014). An experience report on using gamification in technical

higher education. Proceedings of the 45th ACM Technical Symposium on Computer

Science Education - SIGCSE ’14, 2. https://doi.org/10.1145/2538862.2538899

38 Nicholson, S. (2013). Exploring Gamification Techniques for Classroom Management |

Semantic Scholar. Semanticscholar. https://www.semanticscholar.org/paper/Exploring-


Gamification-Techniques-for-Classroom-

Nicholson/554783399a8d4e28af1f49faf2ed7fb3d0dc13d7

39 Alomari, I., Al-Samarraie, H., & Yousef, R. (2019). The Role of Gamification Techniques in

Promoting Student Learning: A Review and Synthesis. Journal of Information

Technology Education: Research, 18, 395–397. https://doi.org/10.28945/4417

40 Erickson, A., Lundell, J., Michela, E., & Pfleger, P. I. (2020).


Gamification. In R. Kimmons & S. Caskurlu (Eds.), The Students' Guide
to Learning Design and Research. EdTech Books.
https://edtechbooks.org/studentguide/gamification
41 DO 39, s. 2016 – Adoption of the Basic Education Research Agenda | Department of

Education. (2016b, June 10). Deped.Gov.Ph. https://www.deped.gov.ph/2016/06/10/do-

39-s-2016-adoption-of-the-basic-education-research-agenda

42 Funa, A. (2019). Developing Gamified Instructional Materials in Genetics for Grade 12

STEM. Academia.Edu.

https://www.academia.edu/39943324/Developing_Gamified_Instructional_Materials_in_

Genetics_for_Grade_12_STEM

43 Lanuza, M. H. (2020). [PDF] Integrative Gamification Technique In Teaching Specialization

Courses In Mathematics | Semantic Scholar. Semanticscholar.Org.


https://www.semanticscholar.org/paper/Integrative-Gamification-Technique-In-

Teaching-In-Lanuza

44
45

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