Gamification In Educational Space: A Systematic Review

Keywords: Gamification, Motivation, Self-determination theory, Gameful experience, Game elements

Abstract

The study looked at papers on gamification from 2015, with the main spotlight on Dicheva, Dichev,& Agre. The paper identified 28 papers and special references given to Ryan & Deci, Deterding, et al., and Mora, et al. The review discussed the questions raised by Dicheva et al., Dichev & Dicheva (1) What educational context has gamification been applied to? (2) What game elements have been used to gamify the lessons? and the gap raised by Ofosu-Ampong (3) What is the role of motivation in gamification? The review also discovered that the use of gaming elements in education has a greater impact on academic performance with points, leaderboards, and badges being the most used gaming elements in gamification in education practice. Also, on the subject of motivation which the review sought to understand its role in the process of gamification, it is evident to understand that, the concept of gamification itself in technical wise a motivational design problem. The review concluded that research in education is unending, as such future research should look at specific gaming elements with their efficacy in an educational context.

Author Biographies

Mr. Ernest Appiah, Kwame Nkrumah University of Science and Technology

Ernest Appiah is an Art Educator and a Ph.D. candidate reading Art Education at the Department of Educational Innovations in Science and Technology, KNUST.

Dr. Harry Barton Essel, Faculty of Educational Studies, Kwame Nkrumah University of Science and Technology

Harry Barton Essel (PhD) is a Senior Lecturer at the Department of Educational Innovations in Science and Technology, Kwame Nkrumah University of Science and Technology. He also services the Department of Publishing Studies and, Integrated Rural Art and Industry. He was born at Koforidua in the Eastern Region. He had his basic and Junior High School education at Seven Day Adventist Demonstration School (SDA) at Koforidua. He proceeded to Pope John Secondary School - now Pope John Senior High School, where he pursued Visual Art. After his secondary education, he furthered his studies at the Department of Publishing Studies at the Kwame Nkrumah University of Science and Technology located in the Ashanti region (Kumasi). After his first degree, he had the opportunity to enroll in the Art Education Program at Kwame Nkrumah University of Science and Technology - where he had his Doctor of Philosophy.

Mr. Eric Anane-Antwi, Kwame Nkrumah University of Science and Technology

Eric Anane-Antwi, Lecturer, Department of Publishing Studies, KNUST. He holds a Cand Arch (MSc) from The Royal Danish Academy of Fine Arts, School of Architecture, Copenhagen. He has extensive study and experience in Graphic design, Illustration, Book Development, Typography, Computer Integrated Publishing, Visual Materials Development for training and community mobilization, Leadership for creative thinking in visual communication.

Mr. Akwasi Adomako Boakye, Kwame Nkrumah University of Science and Technology

Akwasi Adomako Boakye is an Art Educator and a Ph.D. Candidate reading Art Education at the Department of Educational Innovations in Science and Technology, KNUST.

Published
2024-06-19
How to Cite
Appiah, E., Barton Essel, H., Anane-Antwi, E., & Adomako Boakye, A. (2024). Gamification In Educational Space: A Systematic Review. Journal of Science and Technology, 42(2), 157 - 171. https://doi.org/10.4314/just.v42i2.1502
Section
Articles