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Does gamification matter?: a systematic mapping about the evaluation of gamification in educational environments

Published: 09 April 2018 Publication History

Abstract

Gamification is a technique that reuses game design and elements in others contexts, such as in e-commerces systems and virtual learning environments. When applied in the educational area, the gamification purpose is to promote a better user experience by improving students' motivation and engagement. There are already several studies applying gamification in the educational systems, and many ways to evaluate its effects on students. Thus, the aim of this work is to investigate how these studies evaluate gamification and compare its usage in educational environments through a systematic mapping. From the 832 studies returned by the search engines, only 20 of them met the defined selection criteria. As a result, these studies compared and evaluated gamification through students' interaction, performance, and user experience, based on their activities and answers in satisfaction surveys and tests.

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  • (2024)Aprendizagem gamificada no ensino fundamental e médio: uma revisão sistemática da literaturaCaderno Pedagógico10.54033/cadpedv21n4-19121:4(e4027)Online publication date: 30-Apr-2024
  • (2024)The Role of Gamification Research in Human Resource Management: A PRISMA Analysis and Future Research DirectionSage Open10.1177/2158244024124315414:2Online publication date: 28-Apr-2024
  • (2024)Towards an effective methodology for the integral gamification of classesMultimedia Tools and Applications10.1007/s11042-024-19846-wOnline publication date: 18-Jul-2024
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      cover image ACM Conferences
      SAC '18: Proceedings of the 33rd Annual ACM Symposium on Applied Computing
      April 2018
      2327 pages
      ISBN:9781450351911
      DOI:10.1145/3167132
      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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      Publication History

      Published: 09 April 2018

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      Author Tags

      1. educational context
      2. evaluation
      3. gamification
      4. systematic mapping

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      • Chamada Publica FAPESC/CNPq

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      SAC 2018: Symposium on Applied Computing
      April 9 - 13, 2018
      Pau, France

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      Overall Acceptance Rate 1,650 of 6,669 submissions, 25%

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      Cited By

      View all
      • (2024)Aprendizagem gamificada no ensino fundamental e médio: uma revisão sistemática da literaturaCaderno Pedagógico10.54033/cadpedv21n4-19121:4(e4027)Online publication date: 30-Apr-2024
      • (2024)The Role of Gamification Research in Human Resource Management: A PRISMA Analysis and Future Research DirectionSage Open10.1177/2158244024124315414:2Online publication date: 28-Apr-2024
      • (2024)Towards an effective methodology for the integral gamification of classesMultimedia Tools and Applications10.1007/s11042-024-19846-wOnline publication date: 18-Jul-2024
      • (2024)Work-in-Progress: Gamified Simulation for Interactive Experiences in LearningSmart Mobile Communication & Artificial Intelligence10.1007/978-3-031-54327-2_25(243-253)Online publication date: 27-Feb-2024
      • (2023)Instructor-Related Factors Affecting Game Utilization in Software Engineering EducationHandbook of Research on Decision-Making Capabilities Improvement With Serious Games10.4018/978-1-6684-9166-9.ch007(151-175)Online publication date: 30-Jun-2023
      • (2023)Gamification as an Assistive Tool for Children With Autism Spectrum DisorderInclusive Phygital Learning Approaches and Strategies for Students With Special Needs10.4018/978-1-6684-8504-0.ch007(151-168)Online publication date: 30-Jun-2023
      • (2023)GATUGU: Six Perspectives of Evaluation of Gamified SystemsInformation10.3390/info1402013614:2(136)Online publication date: 19-Feb-2023
      • (2023)Adaptive Gamification in Science Education: An Analysis of the Impact of Implementation and Adapted Game Elements on Students’ MotivationComputers10.3390/computers1207014312:7(143)Online publication date: 18-Jul-2023
      • (2023)Gamification of Cataloguing and Classification Education in Nigeria Library and Information Science Schools: A Technology-Enhanced ApproachJournal of Education for Library and Information Science10.3138/jelis-2022-002864:4(370-384)Online publication date: 1-Oct-2023
      • (2023)Interactive gamification-flip-book for developing students' outcomesAdvances in Mobile Learning Educational Research10.25082/AMLER.2023.02.0023:2(754-762)Online publication date: 5-Jul-2023
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