ReviewHeliyon2023
The role of gamified learning strategies in student's motivation in high school and higher education: A systematic review.
Review in Heliyon, 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 18 papers.
What it found
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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
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Who cites it
18 citing papers in PubMed, 145 citations in OpenAlex.
- The effectiveness of gamification on learning topics related to infertility and abortion among health professions students.BMC medical education · 2025Trial
- Gamification is not just fun: the effect of gamification design elements on shaping intrinsic motivation and learning persistence.BMC psychology · 2026Article
- Exploring the Effects of Serious Games (Immersive Virtual Reality Versus Web-Based Platforms) on Interprofessional Education Among Undergraduate Health Care Students: Randomized Controlled Trial and Multimethod Study.JMIR serious games · 2026Article
- Mobile Learning in Medical Education: Quasi-Experimental Realist Evaluation of Usage, Context, and Examination Performance in a Curricular Setting.JMIR medical education · 2026Article
- Transforming uncertainty into exploration: effects of text-to-image AI on EFL learners' writing anxiety, motivation, and performance.Frontiers in psychology · 2026Article
- Health Benefits of Video Games in Adolescents and Young Adults.Current pediatrics reports · 2026Review
- Educational technology enhanced interprofessional E-learning for engaging cross-institutional and cross-border healthcare students: A mixed-methods study.International journal of nursing studies advances · 2025Article
- Making the first moves as a university teacher : Effective teaching of students is a life-long challenge and requires a solid understanding of pedagogical concepts.EMBO reports · 2025Article
- Large language models for autism: evaluating theory of mind tasks in a gamified environment.Scientific reports · 2025Article
- Enhancing Nursing Students' Engagement and Critical Thinking in Anatomy and Physiology Through Gamified Teaching: A Non-Equivalent Quasi-Experimental Study.Nursing reports (Pavia, Italy) · 2025Article
- Game on or game over? Gamification from 360-degree perspective, perception, confidence, and challenges in simulation based nursing education: mixed-method study.BMC nursing · 2025Article
- Article
- A novel teaching model using a massive online open course for soft skills development in the veterinary medicine curriculum.Frontiers in veterinary science · 2025Article
- Evaluation of a dementia awareness game for health professions students in Northern Ireland: a pre-/post-test study.BMC medical education · 2024Article
- Effects of a Serious Smartphone Game on Nursing Students' Theoretical Knowledge and Practical Skills in Adult Basic Life Support: Randomized Wait List-Controlled Trial.JMIR serious games · 2024Article
- Article
- Engaging students through activity-based bingo games in immunology course: Determining students' perception and measuring its influence on academic performance.Journal of education and health promotion · 2024Article
- Effectiveness of gamification and selection of appropriate teaching methods of creativity: Students' perspectives.Heliyon · 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
2 authors at 1 institution in 1 country.
Funding
No grant is acknowledged in the PubMed record.
Abstract
Gamification, defined as the integration of videogame components to promote a gameful experience, is increasingly being implemented in education with the aim of enhancing students' engagement and motivation. Accordingly, since 2010 it has constituted an area of growing interest for researchers and teachers. Following PRISMA 2020's methodology, a systematic review (SR) was conducted in November 2022 seeking to explore the influence of gamification strategies on students' motivation to learn. Having identified 548 articles, 40 studies were chosen based on the selection criteria set and analyzed to reveal that game elements such as points, badges and rankings are widely used to motivate students. From a theoretical perspective, gamification studies focus on the dichotomy of intrinsic and extrinsic motivation. The results suggest a positive influence of gamification strategies on students' motivation, although in the long run, such motivation can decline. Furthermore, the influence of a novelty effect and extrinsic rewards on motivation is identified, which can lead to greater motivation in the short term, followed by a decrease with further exposure to gamification. Future studies should focus on the influence of students' individual traits (e.g., gaming experience, openness to competition and cooperation) on gamification strategies. Moreover, long-term exposure to gamification as well as the novelty effect should be explored.
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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.