Gamification for Sustainable Educational Setting: A Recent Structured Review

Authors

  • Mohd Zaki Shahabuddin Department of Information Technology, Faculty of Business and Management Sciences, Kolej Universiti Islam Perlis (KUIPs), Perlis, Malaysia
  • Fatimah Noni Muhammad Department of Information Technology, Faculty of Business and Management Sciences, Kolej Universiti Islam Perlis (KUIPs), Perlis, Malaysia
  • Zati Hanani Ismail Department of Information Technology, Faculty of Business and Management Sciences, Kolej Universiti Islam Perlis (KUIPs), Perlis, Malaysia
  • Wan Safizah Wan Salim 2 Civil Engineering Studies, College of Engineering, Universiti Teknologi Mara Cawangan Pulau Pinang (UiTM), Pulau Pinang, Malaysia
  • Zulaida Rahmi Faculty of Computer Science and Information Technology, Universitas Muhammadiyah Mahakarya Aceh, Bireuen, Aceh, Indonesia

DOI:

https://doi.org/10.37934/araset.63.1.2843

Keywords:

Emotional development, art design, games intervention, alpha brain waves

Abstract

The integration of gamification in education garnered significant attention in recent years to engage learners and enhance their learning experiences innovatively. This structured review aims to analyse the existing literature on the topic, to understand the diverse applications of gamification in education, from elementary to higher levels, fostering effective and engaging learning experiences in sustaining educational settings. By analysing a variety of the most recent three years of empirical data (n=23) from Mendeley and Eric database, using a method of Prisma Technique, this review offers insights into the impacts of gamification on learner motivation, academic performance, and overall learning outcomes. The review systematically tailored various gamification in education settings into different age groups, and clarifies through analysis of both benefits and potential problems faced. Key finding reveals that gamification has the potential to sustain the learner engagement and motivation regardless their ages and educational level. The successful gamification implementation requires careful consideration of factors like curriculum alignment, and motivational aspects to engage the learners in achieving the learning goals that being arranged. In conclusion, this structured review provides educators, researchers, and policymakers with a comprehensive overview of the current landscape of gamification in for sustainable education. By offering a distinct understanding of its benefits and limitations, this evaluation helps decision-makers make well-informed choices about the incorporation of gamified approaches into contemporary educational practices.

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Published

2025-03-17

How to Cite

Shahabuddin, M. Z., Muhammad, F. N., Ismail, Z. H., Wan Salim, W. S., & Rahmi, Z. (2025). Gamification for Sustainable Educational Setting: A Recent Structured Review. Journal of Advanced Research in Applied Sciences and Engineering Technology, 63(1), 28–43. https://doi.org/10.37934/araset.63.1.2843

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Section

Articles

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