ArticleEducation and information technologies2023
Gamification and Game Based Learning for Vocational Education and Training: A Systematic Literature Review.
Article in Education and information technologies, 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 10 papers.
What it found
Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.
The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.
Who cites it
10 citing papers in PubMed, 192 citations in OpenAlex.
- Diabe-teach: a randomized controlled trial of a gamified approach to enhance medical undergraduates' knowledge and comprehension of diabetes mellitus.BMC medical education · 2025Trial
- Incorporating game-based language learning into vocational education: a quasi-experimental study.Scientific reports · 2026Article
- Daily Double! Assessing the Effectiveness of Game-Based Learning on the Pharmacy Knowledge of US Coast Guard Health Services Technicians.Federal practitioner : for the health care professionals of the VA, DoD, and PHS · 2026Article
- Mediating effects of student-perceived instructional practices in the digital gaming-reading performance relationship: a multilevel analysis of PISA 2018.Frontiers in psychology · 2026Article
- Gamified Simulation for Onboarding Health Care Teams in Emergency Care: Development and Preliminary Feasibility Study.JMIR formative research · 2025Article
- Designing for Engagement in Primary Health Education Through Digital Game-Based Learning: Cross-National Behavioral Evidence from the iLearn4Health Platform.Behavioral sciences (Basel, Switzerland) · 2025Article
- Development and validation of a gamified sexual and reproductive health education module for adolescent boys in Malaysia.Malaysian family physician : the official journal of the Academy of Family Physicians of Malaysia · 2025Article
- Effectiveness of "Escape Room" Educational Technology in Nurses' Education: A Systematic Review.Nursing reports (Pavia, Italy) · 2024Review
- Gamification in the classroom: Kahoot! As a tool for university teaching innovation.Frontiers in psychology · 2024Article
- Development of immersive learning framework (ILF) in achieving the goals of higher education: measuring the impact using a pre-post design.Scientific reports · 2023Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
3 authors at 1 institution in 1 country.
Funding
No grant is acknowledged in the PubMed record.
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 relevant scientific databases - Web of Science, Scopus, ScienceDirect, and PubMed with Google Scholar as a supporting database. The obtained sample was further selected following the PRISMA guidelines with screening and eligibility processes conducted based on inclusion criteria that were defined with consideration to the research's aim. This review comprised seventeen studies. The findings revealed a growing interest in the Asian continents in research from 2020 onwards. Furthermore, most of the study is centred on vocational schools and colleges in the engineering and healthcare fields. According to the overview, the digital learning platform and simulation technology are the most promising tools used in the research. The findings support the conclusion that gamification and game-based learning can improve academic performance, engagement, and motivation in vocational education learners. As a result, this study suggests that more research is needed to determine the gamification strategies that are most suited for vocational education and learning.
Indexed as
Identifiers
What OpenQuestion holds
Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.