2023
DOI: 10.1007/s10639-022-11548-w
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Gamification and Game Based Learning for Vocational Education and Training: A Systematic Literature Review

Abstract: Games have been used as a learning tool for centuries. Gamification and game-based learning are becoming more prominent in educational settings for several reasons. When it comes to learning, being focused and immersed can massively improve a student’s experience. The purpose of this study is to map the emerging trends of gamification and game-based learning (GBL) in the Vocational and Education Training (VET) sector. For this purpose, a Systematic Literature Review was conducted through the three most relevan… Show more

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Cited by 51 publications
(37 citation statements)
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References 94 publications
(68 reference statements)
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“…Studies of how gamification technologies affect learning confirm the fact that game-based learning improves academic performance, increases motivation and involvement of students. Gamification technologies have proven their effectiveness at all levels of education (Dahalan et al, 2023).…”
Section: Discussionmentioning
confidence: 99%
“…Studies of how gamification technologies affect learning confirm the fact that game-based learning improves academic performance, increases motivation and involvement of students. Gamification technologies have proven their effectiveness at all levels of education (Dahalan et al, 2023).…”
Section: Discussionmentioning
confidence: 99%
“…It has the potential to develop a conducive learning environment by applying gamification as a strategy in teaching and as a way of introducing learners to the essence of technologies in their studies. It also has the potential to increase students' motivation in learning as it promotes engagement and an enjoyable teaching-learning process, which enhances their confidence in verbalizing their ideas (Dahalan et al, 2023).…”
Section: Increased Confidence In Expressing Oneselfmentioning
confidence: 99%
“…Learning through gamification has recently attracted attention from teachers, practitioners and researchers in various subjects and educational levels (Dahalan et al, 2023; Kaya & Ercag, 2023; Oliveira et al, 2023; Saleem et al, 2021). Gamification is defined as the use of game elements such as badges, points and/or leaderboards in none game contexts (Brigham, 2015; Majuri et al, 2018) for creating game‐like experiences (Thomas & Baral, 2023).…”
Section: Introductionmentioning
confidence: 99%
“…Although various terms such as serious games and educational games are similar to gamification, their applications are different. ‘Serious games’ is a broad term representing any game‐based initiative whose primary purpose is more than just pure entertainment (Dahalan et al, 2023). The term serious games can also be attributed to the use of digital games for different purposes, including educational ones (Dehghanzadeh et al, 2019).…”
Section: Introductionmentioning
confidence: 99%