Use of game elements in educational contexts
a systematic review of literature
DOI:
https://doi.org/10.26512/lc27202136116Keywords:
Education, Educational technology, Gamification, Learning, GamesAbstract
This article presents results of a literature review concerning the use of gamification in educational contexts. The research took place through a 360° search, from 2010 to 2020. Only articles published in peer-reviewed journals were included in the review. The results are presented in three categories: (1) research objectives and description of educational contexts; (2) methodological characteristics; and (3) results obtained. Academic production on gamification involves cognitive learning measures, such as acquisition and retention and affective measures such as engagement and motivation.
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