ReviewSmart learning environments2023
Gamification of e-learning in higher education: a systematic literature review.
Review in Smart learning environments, 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 19 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
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.
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Who cites it
19 citing papers in PubMed.
- Effects of a Short Mobile Intervention on Digital Health Literacy in Adolescents and Teachers: Randomized Controlled Trial.Journal of medical Internet research · 2026Trial
- Designing, implementing, and evaluating a gamification approach in childbirth training for midwifery students using computer and mobile application.BMC medical education · 2025Trial
- Gamification in dental education: Role of Kahoot in enhancing student engagement, learning outcomes and knowledge retention.Pakistan journal of medical sciences · 2026Review
- Serious Games in Nursing Education: Scoping Review of Applications, Effectiveness, and Future Directions.JMIR serious games · 2026Review
- Investigating the effect of gaming habits on extrinsic motivation in gamification environment through structural equation modeling.Scientific reports · 2026Article
- Gamified clinical case video game in occupational therapy.BMC medical education · 2026Article
- Effectiveness of a Gamified Educational Intervention on Palliative Care Knowledge Among Nursing Students: A Single-Group Pre-Post Intervention Study.Nursing reports (Pavia, Italy) · 2026Article
- Interactive Internet-Based Motivational Interviewing Training for HIV Counseling Support Staff to Improve Health Communication in HIV Care Interactions: Protocol for Training Development and a Pilot Randomized Controlled Trial.JMIR research protocols · 2026Article
- Physical exercise and subjective wellbeing among Chinese students in South Korea: the mediating roles of exercise-related psychological needs satisfaction and psychological resilience.Frontiers in psychology · 2026Article
- DEMATEL-based gamified instructional design for music teacher education.Frontiers in psychology · 2026Article
- Harnessing Game Technologies in Geriatric Nursing Education in Morocco: A Path to Enhanced Care.Florence Nightingale journal of nursing · 2025Article
- The Dynamic Impact of Physical Education Teacher Support on College Students' Adherence to Exercise: A Cross-Lagged Study from the Perspective of Self-Determination Theory.Behavioral sciences (Basel, Switzerland) · 2025Article
- From Surface to Deep Learning: Gamified Mobile Education for Subcutaneous and Intramuscular Injection Skills.Medical science educator · 2025Article
- Application of educational interventions based on gamification in prenatal healthcare: A systematic review of randomized controlled trials.Journal of education and health promotion · 2025Review
- Mobile asthma apps for emerging adults transitioning to college: A scoping review.Health care transitions · 2025Article
- Designing, implementing and evaluating childbirth training protocol for undergraduate midwifery students with a computer and mobile application based on gamification method: study protocol.BMC medical education · 2024Article
- Research hotspots and trends in digitalization in higher education: A bibliometric analysis.Heliyon · 2024Review
- 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
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.
Funding
No grant is acknowledged in the PubMed record.
Abstract
In recent years, university teaching methods have evolved and almost all higher education institutions use e-learning platforms to deliver courses and learning activities. However, these digital learning environments present significant dropout and low completion rates. This is primarily due to the lack of student motivation and engagement. Gamification which can be defined as the application of game design elements in non-game activities has been used to address the issue of learner distraction and stimulate students' involvement in the course. However, choosing the right combination of game elements remains a challenge for gamification designers and practitioners due to the lack of proven design approaches, and there is no one-size-fits-all approach that works regardless of the gamification context. Therefore, our study focused on providing a comprehensive overview of the current state of gamification in online learning in higher education that can serve as a resource for gamification practitioners when designing gamified systems. In this paper, we aimed to systematically explore the different game elements and gamification theory that have been used in empirical studies; establish different ways in which these game elements have been combined and provide a review of the state-of-the-art of approaches proposed in the literature for gamifying e-learning systems in higher education. A systematic search of databases was conducted to select articles related to gamification in digital higher education for this review, namely, Scopus and Google Scholar databases. We included studies that consider the definition of gamification as the application of game design elements in non-game activities, designed for online higher education. We excluded papers that use the term of gamification to refer to game-based learning, serious games, games, video games, and those that consider face-to-face learning environments. We found that PBL elements (points, badges, and leaderboards), levels, and feedback and are the most commonly used elements for gamifying e-learning systems in higher education. We also observed the increasing use of deeper elements like challenges and storytelling. Furthermore, we noticed that of 39 primary studies, only nine studies were underpinned by motivational theories, and only two other studies used theoretical gamification frameworks proposed in the literature to build their e-learning systems. Finally, our classification of gamification approaches reveals the trend towards customization and personalization in gamification and highlights the lack of studies on content gamification compared to structural gamification.
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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.