Drivers and barriers to the utilisation of gamification and game‐based learning in universities: A systematic review of educators' perspectives

Author:

Lester Danielle12ORCID,Skulmoski Gregory J.2ORCID,Fisher Darren P.2ORCID,Mehrotra Vishal3ORCID,Lim Iris4ORCID,Lang Alexander2ORCID,Keogh Justin W. L.4567ORCID

Affiliation:

1. Birmingham School of the Built Environment Birmingham City University Birmingham UK

2. Faculty of Society and Design Bond University Gold Coast Queensland Australia

3. Bond Business School Bond University Gold Coast Queensland Australia

4. Faculty of Health Sciences and Medicine Bond University Gold Coast Queensland Australia

5. Human Potential Centre AUT University Auckland New Zealand

6. Cluster for Health Improvement, Faculty of Science, Health, Education and Engineering University of the Sunshine Coast Sunshine Coast Queensland Australia

7. Kasturba Medical College, Mangalore Manipal Academy of Higher Education Manipal India

Abstract

AbstractWhile gamification and game‐based learning have both been demonstrated to have a host of educational benefits for university students, many university educators do not routinely use these approaches in their teaching. Therefore, this systematic review, conducted using the PRISMA guidelines, sought to identify the primary drivers and barriers to the use of gamification and game‐based learning by university educators. A search of multiple databases (Web of Science, Scopus and EBSCO (Business Source Complete; ERIC; Library, Information Science & Technology Abstracts)) identified 1330 articles, with 1096 retained after duplicates were removed. Seventeen articles (11 quantitative, two mixed‐methods and four qualitative) were included in the systematic review. The primary drivers described by the educators that positively influenced their gamification and game‐based learning usage were their beliefs that it encourages student interactions and collaborative learning; provides fun and improves engagement; and can easily be used by students. Alternatively, the university educators' major barriers included a lack of time to develop gamification approaches, lack of proven benefits and classroom setting issues. Many of these and other less commonly reported drivers and barriers can be categorised as attitudinal, design‐related or administrative in nature. Such categorisations may assist university educators, teaching support staff and administrators in better understanding the primary factors influencing the utilisation of gamification and game‐based learning and develop more effective strategies to overcome these barriers to its successful implementation. Practitioner notesWhat is already known about this topic Gamification and game‐based learning may have many benefits for university students. The majority of university educators do not routinely use gamification and game‐based learning in their teaching. What this paper adds University educators' major drivers that positively influence the use of gamification and game‐based learning include their perceptions that it encourages student interactions and collaborative learning, provides fun and improves engagement and can easily be used by students. University educators' major barriers that negatively influence the use of gamification and game‐based learning include their perceptions of a lack of time to develop gamification approaches, lack of proven benefits and classroom setting issues. These drivers and barriers may be classified as attitudinal, design‐related and administrative, with these categories providing a useful way for universities to develop strategies to better support educators who wish to use these approaches in their teaching. Implications for practice and policy Attitudinal factors such as university educators' intention to use gamification and game‐based learning are influenced by a host of their perceptions including attitude, perceived usefulness and ease of use. A range of design‐related and administrative barriers may need to be overcome to increase the use of gamification and game‐based learning in the university sector.

Publisher

Wiley

Subject

Education

Reference42 articles.

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