A Review of Gamification Impact on Student Behavioural and Learning Outcomes

Dublin Core

Title

A Review of Gamification Impact on Student Behavioural and Learning Outcomes

Subject

gamification
motivation
engagement
orientation knowledge
affective outcomes

Description

Gamification has become a new trend in learning in the 21st century, by utilizing technology with game elements to change behavior and support learning outcomes. However, few researchers have focused on the comprehensive impact of gamification in helping researchers to better understand developments over the past few years. The ScienceDirect, Taylor and Francis, Springer, Wiley, and SAGE publisher databases were surveyed and a total of forty articles from 2016-2021, were selected for review. Data analysis using NVivo 12 Plush software, with Hierarchy Chart and Mind Map methods. The main findings indicate the positive impact of gamification on student behavior and learning outcomes, including affective, cognitive, behavioral, and performance or others. The researcher recommends the continuity of gamification on learning outcomes and behavior, that interface design and teacher cognitive abilities are strategies or successful learning.

Creator

Nurtanto, Muhammad
Kholifah, Nur
Ahdhianto, Erif
Samsudin, Achmad
Isnantyo, Fajar Danur

Source

International Journal of Interactive Mobile Technologies (iJIM); Vol. 15 No. 21 (2021); pp. 22-36
1865-7923

Publisher

International Association of Online Engineering (IAOE), Vienna, Austria

Date

2021-11-09

Rights

Copyright (c) 2021 Muhammad Nurtanto, Nur Kholifah

Relation

Format

application/pdf

Language

eng

Type

info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article

Identifier

Citation

Muhammad Nurtanto et al., A Review of Gamification Impact on Student Behavioural and Learning Outcomes, International Association of Online Engineering (IAOE), Vienna, Austria, 2021, accessed November 22, 2024, https://igi.indrastra.com/items/show/2083

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