Skip to content
Review Open access

Does Gamification Deliver? A PRISMA-Guided Systematic Review of the Learning Experience

Jul 2026 · Journal of humanities and social sciences studies · Vol 8, pp. 148-159 · 0 citations · 18 references

TL;DR

Issues related to the lack of a longitudinal approach and standardized measurement in research conducted in unfamiliar locations are pinpoints and practical suggestions for use are offered for use when creating gamified studies.

Abstract

According to the definition, gamification is the inclusion of elements from game design in a non-game educational environment. It can be claimed that gamification is one of the most popular pedagogical tools among researchers over the last decade; however, information on it is presented across different publications and is often scattered across disciplines, school levels, and geographical areas. The article presents a systematic literature review that is based on the PRISMA 2020 checklist. In total, 54 records were screened in accordance with the eligibility criteria, which required that gamification be the main intervention in the study and influence aspects such as engagement, motivation, satisfaction, cognitive engagement, or academic achievement; 42 studies met these criteria. The studies reviewed encompassed sectors such as basic education, universities, teacher training, special education, and business/technical education across 19 nations, with many studies from the Philippines and Southeast Asia. Gamification was regularly related to better interest and motivation of students, and when conditions were organized wisely, also good results in learning performance and cognitive engagement were shown; meanwhile, the impact of gamification on motivation and behavior of students was not as stable as the impact on cognition, with some studies showing any unwanted output in the shape of demotivation in students with low score when they come across leaderboards that are competitive. Elements used frequently include scores, badges, leaderboards, tests, and quizzes (Kahoot! Quizizz), with most materials grounded in self-determination theory. The article pinpoints issues related to the lack of a longitudinal approach and standardized measurement in research conducted in unfamiliar locations and offers practical suggestions for use when creating gamified studies.

Read PDF

Similar papers

Open access Sep 2026

Does gamification improve university learning? A correlational meta-analysis between serious games and learning outcomes

The findings indicate that the relationship between gamification, serious games, and university learning is not a homogeneous effect, but rather a complex phenomenon conditioned by the educational context, pedagogical design, and methodological decisions in primary studies.

Alejandro Valencia-Arías, Jesús Alberto Jiménez García, Lelis Grabiel Palacios Silva et al. · 0 citations
Review Open access Aug 2026

Effectiveness of digital game-based learning in elementary education: A systematic literature review

The findings reveal that effective DGBL implementation is strongly associated with pedagogical alignment, particularly the integration of explicit learning objectives into game mechanics, immediate and adaptive feedback, student-centered learning approaches, progressive scaffolding, and functional gamification elements...

F. Hasanah, S. Iriawan, Effy Mulyasari et al. · 0 citations
Review Open access Aug 2026

Gamification in Russian Education: A Systematic Review of Empirical Research (2024–2026)

The modern educational process is characterized by a shift toward learner autonomy and intrinsic motivation, particularly amid digital transformation and the spread of “clip thinking”. One of the leading tools of engage-ment is gamification – the application of game elements and mechanics in a non–game context. The art...

Olga O. Andronnikova, A. Shukh · 1 citation
Review Open access Aug 2026

GAMIFICATION IN ELEMENTARY SCHOOL FINAL YEARS: INNOVATIVE STRATEGIES FOR STRENGTHENING LEARNING

It is concluded that gamification represents a promising pedagogical approach for lower secondary education when aligned with curricular objectives and the competencies established by the Brazilian National Common Curricular Base (BNCC), contributing to more meaningful, participatory, and student-centered learning expe...

Belarmino Carneiro da Silva, Rozineide Iraci Pereira da Silva · 0 citations
Review Open access Aug 2026

Beyond the Game: Perceived Impact of Gamification on University Learning by Age

Gamification contributes to cognitive, emotional, and social development, complementing conventional teaching methods. This study aims to evaluate the perceived learning outcomes of gamification among higher education students, differentiating between those under and over 23 years of age. The research is quantitative,...

J. A. Izaguirre Olmedo · 0 citations
Open access Sep 2026

Gamified digital tools and the perceived learning experience in distance preservice teacher education

This study offers a significant contribution to the state of the art in educational research by examining the impact of a gamified digital intervention within university teacher education, specifically targeting pre-service teachers enrolled in distance-learning programs. Beyond its pedagogical focus, the study disting...

Rachid Berd-Gómez, Elena Carrión-Candel, Camilo Esteban Goelkel Medina et al. · 0 citations

We use cookies to run the site and, with your consent, for analytics and to show ads. See our Cookie Policy.