This paper aimed to synthesize the key challenges and barriers in implementing gamification at the tertiary level. Using PRISMA 2020, a systematic review was conducted with searches in databases such as ProQuest, ResearchGate, Scopus, and a manual search in Google Scholar from June to July 2021. The selected studies were analyzed following Braun and Clarke’s (2006) six-phase thematic analysis framework. The result revealed four themes such as 1) not all students are fully-engaged; 2) tasks were not completed; 3) performance was compromised, and 4) problems in attitude arose. These themes underscored the key challenges and barriers in gamification. This review concluded that no matter how the design and implementation are well planned, obstacles and drawbacks will be present. This systematic review reinforces the idea that knowing the challenges and barriers will help implementors of gamification to strategize in overcoming these obstacles that may come in their way. Keywords: barriers in gamification, challenges in gamification, tertiary level
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