2022
DOI: 10.3390/app12136809
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Augmented Reality and Gamification in Education: A Systematic Literature Review of Research, Applications, and Empirical Studies

Abstract: This study scrutinizes the existing literature regarding the use of augmented reality and gamification in education to establish its theoretical basis. A systematic literature review following the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) statement was conducted. To provide complete and valid information, all types of related studies for all educational stages and subjects throughout the years were investigated. In total, 670 articles from 5 databases (Scopus, Web of Science, … Show more

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Cited by 90 publications
(43 citation statements)
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References 268 publications
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“…Saleem et al ( 2022 ) conducted a meta-analysis of gamification studies published between 2015 to 2020 and concluded the most common gamification elements used to boost student learning outcome in e-learning are points, leaderboards, badges, and levels. A systematic literature review done by Lampropoulos et al ( 2022 ) indicated that teachers assessed gamification positively as it has potential to create collaboration and personalized learning experiences and students could develop cognitive and social-emotional skills in gamified learning environments. All in all, when pre-service teachers are adequately prepared to teach using gamification during teacher education, they will be at a vantage point as in-service teachers to leverage the power of gamification to engage students in approaching the task of learning actively, creatively, playfully, and meaningfully.…”
Section: Discussionmentioning
confidence: 99%
“…Saleem et al ( 2022 ) conducted a meta-analysis of gamification studies published between 2015 to 2020 and concluded the most common gamification elements used to boost student learning outcome in e-learning are points, leaderboards, badges, and levels. A systematic literature review done by Lampropoulos et al ( 2022 ) indicated that teachers assessed gamification positively as it has potential to create collaboration and personalized learning experiences and students could develop cognitive and social-emotional skills in gamified learning environments. All in all, when pre-service teachers are adequately prepared to teach using gamification during teacher education, they will be at a vantage point as in-service teachers to leverage the power of gamification to engage students in approaching the task of learning actively, creatively, playfully, and meaningfully.…”
Section: Discussionmentioning
confidence: 99%
“…Immersive technologies such as virtual reality can reinforce these aspects by offering students the ability to learn in safe and secure virtual environments which offer more vivid and interactive learning experiences [34], [35]. Adopting extended reality technologies in education in a student-centered manner can lead to increased and improved outcomes [36]. Additionally, it can effectively support and enhance the learning experience of students with special needs as well as their involvement and inclusion in educational activities [37].…”
Section: Discussionmentioning
confidence: 99%
“…Using extended reality can improve participants' skills, which are fundamental to some elds, and help them develop their practical skills, social interaction, problem-solving emergencies, and experiencing different scenarios, which are essential in dealing with nowadays' extensive problems (47).…”
Section: Skillsmentioning
confidence: 99%