In education, the term “gamification” refers to of the use of game-design elements and gaming experiences in the learning processes to enhance learners’ motivation and engagement. Despite researchers’ efforts to evaluate the impact of gamification in educational settings, several methodological drawbacks are still present. Indeed, the number of studies with high methodological rigor is reduced and, consequently, so are the reliability of results. In this work, we identified the key concepts explaining the methodological issues in the use of gamification in learning and education, and we exploited the controverses identified in the extant literature. Our final goal was to set up a checklist protocol that will facilitate the design of more rigorous studies in the gamified-learning framework. The checklist suggests potential moderators explaining the link between gamification, learning, and education identified by recent reviews, systematic reviews, and meta-analyses: study design, theory foundations, personalization, motivation and engagement, game elements, game design, and learning outcomes.

Learning Landscape in Gamification: The Need for a Methodological Protocol in Research Applications

Matteo Orsoni
Primo
Writing – Original Draft Preparation
;
Catia Prandi
Conceptualization
;
Sara Giovagnoli
Methodology
;
Mariagrazia Benassi
Data Curation
;
Elvis Mazzoni
Penultimo
Conceptualization
;
Martina Benvenuti
Ultimo
Writing – Review & Editing
2023

Abstract

In education, the term “gamification” refers to of the use of game-design elements and gaming experiences in the learning processes to enhance learners’ motivation and engagement. Despite researchers’ efforts to evaluate the impact of gamification in educational settings, several methodological drawbacks are still present. Indeed, the number of studies with high methodological rigor is reduced and, consequently, so are the reliability of results. In this work, we identified the key concepts explaining the methodological issues in the use of gamification in learning and education, and we exploited the controverses identified in the extant literature. Our final goal was to set up a checklist protocol that will facilitate the design of more rigorous studies in the gamified-learning framework. The checklist suggests potential moderators explaining the link between gamification, learning, and education identified by recent reviews, systematic reviews, and meta-analyses: study design, theory foundations, personalization, motivation and engagement, game elements, game design, and learning outcomes.
2023
Matteo Orsoni, Adam Dubé, Catia Prandi, Sara Giovagnoli, Mariagrazia Benassi, Elvis Mazzoni, Martina Benvenuti
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11585/949494
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