Abstract
The implementation of gamification in education has attracted many researchers to increase engagement and achieve learning more effectively. Implementing technology in science curricula has seen a massive influx over the past years to stop the decline in students’ motivation towards science learning and promote scientific thinking. This study’s objective is to present the empirical findings of the state-of-the-art literature on the use of gamification in science education. Therefore, we performed a systematic literature review of 24 empirical research papers published in various electronic databases and the web search engine for scholarly literature and academic resources, Google Scholar, between 2012 and 2020. This review reveals the latest emerging trends of gamification in science education while revealing the literature gap, challenges, impediments, and extending the possibilities for future research directions. It examines the conflicting findings of other studies and provides a framework and insight for future researchers regarding content areas, educational levels, theoretical models, outcomes, methodologies, game elements, and assessment tools.
Subject
Public Administration,Developmental and Educational Psychology,Education,Computer Science Applications,Computer Science (miscellaneous),Physical Therapy, Sports Therapy and Rehabilitation
Reference177 articles.
1. Student-Centred Teaching Methods: Can They Optimise Students’ Approaches to Learning in Professional Higher Education?;Baeten;Stud. Educ. Eval.,2013
2. Exploring the Intersection of Science Education and 21st Century Skills: A Workshop Summary,2010
3. Gaming science: the “Gamification” of scientific thinking
4. Psychological Theory and the Gamification of Learning;Landers,2015
5. Gamification in Education: A Systematic Mapping Study;Dicheva;J. Educ. Technol. Soc.,2015
Cited by
255 articles.
订阅此论文施引文献
订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献