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Gamification In Educational Space: A Systematic Review


Ernest Appiah
Harry Barton Essel
Eric Anane-Antwi
Akwasi Adomako Boakye

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.


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eISSN: 3057-3629
print ISSN: 0855-0395