Evidence map›Paper›PMID 36688221›Full record

ArticleEducation and information technologies2023

Gamification and Game Based Learning for Vocational Education and Training: A Systematic Literature Review.

Fazlida Dahalan, Norlidah Alias, Mohd Shahril Nizam Shaharom

Open access · bronzeAbstract read
In one paragraph

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.

0numbers the graph read from it
0cells of the map it votes in
10citing papers in PubMed
79.1field-weighted citation impact, top 1% of its field
1 · What the graph read from it

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.

2 · The registry

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.

3 · Its place in the literature

Who cites it

10 citing papers in PubMed, 192 citations in OpenAlex.

  1. Trial
  2. Article
  3. Article
  4. Article
  5. Article
  6. Article
  7. 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 · 2025
    Article
  8. Review
  9. Article
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4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

3 authors at 1 institution in 1 country.

Fazlida DahalanDepartment of Curriculum and Instructional Technology, Faculty of Education, Jln Profesor Diraja Ungku Aziz, University Malaya, 50603 Kuala Lumpur, Malaysia.ORCID 0000-0002-0889-1835
Norlidah AliasDepartment of Curriculum and Instructional Technology, Faculty of Education, Jln Profesor Diraja Ungku Aziz, University Malaya, 50603 Kuala Lumpur, Malaysia.ORCID 0000-0002-8299-2669
Mohd Shahril Nizam ShaharomDepartment of Curriculum and Instructional Technology, Faculty of Education, Jln Profesor Diraja Ungku Aziz, University Malaya, 50603 Kuala Lumpur, Malaysia.ORCID 0000-0002-8213-5085
University of Malaya · MY

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

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

Game-based learningGamificationInstructorSystematic literature reviewTVET

Identifiers

PMID36688221
PMCPMC9838474
OpenAlexW4315701240

What OpenQuestion holds

Textmetadata
Read underepoch 390

Registered trials

None linked

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.