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Dicheva, D., Dichev C., Agre G.,
& Angelova
G. (201
5). Gamification in Education: A Systematic Mapping Study
.
Educational
Technology & Society
, 18
(3), 75â88
.
75
ISSN 1436
-4522 (online) and 1176-
3647 (print). This article of the Journal of Educational Technology & Society is available under Creative Commons CC
-BY
-ND-
NC
3.0 license (
-nc-nd/3.0/). For further queries, please contact Journal Editors at ets
-ed itors@ifets.info.
Gamification in E
ducation:
A Systematic
Mapping
Study
Darina Dicheva
1
*, Christo Dichev
1
, Gennady Agre
2
and Galia Angelova
2
1
Department of Computer Science, Winston Salem State University
, Win
ston Salem, North Carolina
, USA //
2
Institute of Information a
nd
Communication Technologies, Bulgarian Academy of Sciences, Sofia, Bulgaria //
dichevad@
wssu.edu
// dichevc@wssu.edu
// agre@iinf.bas.bg
// galia@lml.bas.bg
*
Corresponding author
(Submitted July 21, 2014; Revised November 16, 2014; Accepted November 22,
2014)
ABSTRACT
While gamification is gaining ground in business,
marketing, corporate management, and wellness initiatives, its
application in education is still an emerging trend. This article
presents a study of the published
empirical
research
on the a
pplication of gamification to education
. The study is limited to
papers
that
discuss explicitly
the
effects of using
game elements in specific
educational contexts
. It employs
a systematic mapping design
.
Accordingly, a
categorical structure for classifyin
g the research results is proposed
based on the extracted topics
discussed in the reviewed papers. The categories include gamification design principles, game mechanics,
context of applying gamification (type of application, educational level, and academic
subject), implementation,
and evaluation. By mapping the
published work
s to the classification criteria and analyzing them, t
he
study
highlights the
directions of the
currently
conducted
empirical
research on
applying
gamification to education
. It
also
in dicate
s some
major obstacles
and needs, such as
the need for proper technological support,
for
controlled
studies
demonstrating reliable positive
or negative results of using specific game elements in particular
educational contexts
, etc. Although
most of
the reviewed
papers
report
promising
results
, more substantial
empirical research
is needed
to determine whether both extrinsic and intrinsic motivation of the learners can be
influenced by gamification.
Keywords
Gamification in education, Game design ele
ments, Systematic mapping s
tudy
, Literature review
Introduction
Traditional schooling is perceived as ineffective and boring by many students. Although teachers continuously seek
novel instructional approaches, it is largely agreed that todayâs schools
face major problems around student
motivation and engagement
(Lee & Hammer, 2011)
. The use of educational games as learning tools is a promising
approach due to the gamesâ abilities to teach and the fact that they reinforce not only knowledge but also impo
rtant
skills such as problem-solving, collaboration, and communication. Games have remarkable motivational power; they
utilize a number of mechanisms to encourage people to engage with them, often without any reward, just for the joy
of playing and the pos
sibility to win. Creating a highly engaging, full-blown instructional game however is difficult,
time consuming, and costly (Kapp, 2012a)
, while typically targeting only a single set of learning objectives as
chosen by the game designer. In addition, their
effective classroom adoption requires certain technical infrastructure
and appropriate pedagogical integration. As opposed to using elaborate games requiring a large amount of design and
development efforts, the âgamificationâ approach suggests using game
thinking and game design elements to
improve learnersâ engagement and motivation.
Gamification, defined by Deterding et al. (2011) as the use of game design elements in non-game contexts, is a fairly
new and rapidly growing field. The concept of gamific
ation is different from that of an educational or serious game.
While the latter describes the design of full
-fledged games for non
-entertainment purposes, âgamifiedâ applications
merely employ elements of games. The term âgamificationâ is quite recent: Ac
cording to (Deterding et al., 2011)
its
first documented use is in 2008 but it did not see widespread adoption before the second half of 2010. Nevertheless,
the concept itself is not new. For example, badges and ranks have been long used in the military, i
n the early Soviet
era, game elements were used by the Soviet Union leaders as a substitute for monetary incentives for performing at
work, etc.
In recent years gamification has seen rapid adoption in business, marketing, corporate management, and welln
ess
and ecology initiatives. This is driven by its potential to shape usersâ behavior in a desirable direction. Loyalty
programs such as the frequent
-flyer programs, Foursquare, and Nike+ are often given as examples of successful
gamified mass
-market products. Stackoverflow.com provides another example in which usersâ reputations increase as
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