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Gamification Elements For Sustainability Learning: A Scoping Review

Table 4: Literature matrix of accepted articles

Title Country Research Design Aim/Objective Game Element Affected Learning Outcome Findings
How do games affect the writing skills of young EFL learners? (Åževik, 2020) Turkey Qualitative To determine the effect of games on the writing skills of primary school 3rd grade EFL learners Points Writing skill Primary school EFL learners’ writing skills were influenced positively by the usage of games
A Pilot Intervention Using Gamification to Enhance Student Participation in Classroom Activity Breaks (Beemer et al., 2019) United States Qualitative To investigate the effect of incorporating game elements to increase in-class physical activity participation Badges, stickers, progress graph, feedback Classroom participation Gamification increased students’ participation, especially in the 4th and 6th grade classrooms and female students
Formative assessment with interactive whiteboards: A one-year longitudinal study of primary students’ mathematical performance (Chen et al., 2020) China Qualitative To analyse the changes in the mathematical performance through formative assessment for primary school students participating in interactive whiteboard-based instruction. Leader board, immediate feedback, points, avatars Learning performance The element of feedback in this study was able to clear students’ doubts regarding the learning content.
Applying Digital Escape Rooms Infused with Science Teaching in Elementary School: Learning Performance, Learning Motivation, and Problem-Solving Ability (Huang et al., 2020) Taiwan Qualitative To study the effectiveness of digital escape room (DER) on students’ learning performance, learning motivation, and problem-solving ability. Level, reward (coins) Learning performance, learning motivation, and problem-solving ability The digital escape room was effective in enhancing students’ learning motivation and problem-solving ability but both comparison and experimental groups had the same level of performance.
Investigating the impact of an adventure-based 3D solar system game on primary school learning process (El Mawas et al., 2020) Ireland Qualitative To identify the issues related to students’ motivation and engagement and to enhance their learning experience in STEM subjects Level, immediate feedback Motivation, engagement, learning experience The experimental group displayed better learning performance compared to the control group and the students had a great learning experience
We Play We Learn: Exploring the Value of Digital Educational Games in Rural Egypt (Lazem & Jad, 2017) Egypt Qualitative To determine if digital technology can motivate primary students to collaboratively learn a difficult topic in Mathematics. Level, points, feedback, challenge, progress bar Motivation Educationally disadvantaged students were affected positively using the game format as they were able to devise their own play and study strategies
Engaging children with educational content via Gamification (Nand et al., 2019) New Zealand Qualitative To study the effect of gamification in an educational context and identify appealing game elements from the students. Levels, feedback, challenges Learning performance, motivation The game elements were able to improve the students’ learning outcomes and boost their motivation
Investigating the effects of gamifying homework on students’ perceived satisfaction, behavioral intention and intrinsic motivation (Metwally et al., 2019) Not stated Qualitative To investigate the students’ level of satisfaction, attitude, and behavioural attention as well as their motivation when involved in a gamified learning setting. Experience points (XP), leader boards, badges, levels, progress bars, awards, challenges, timer Enjoyment, motivation Gamification elements enhance students’ satisfaction levels, behavioural intentions, and intrinsic motivation.
Design Rationales of a Mobile Game-Based Intervention for German Dyslexic Children (Holz et al., 2018) Germany Qualitative To present the design of a mobile serious game that involves gaming elements, for dyslexic children Feedback, points Engagement The children displayed a positive perception of the game elements
Evaluating the use of gamification in mathematics learning in primary school children (Cunha et al., 2018) Not stated Qualitative To evaluate the use of gamification in Mathematics learning in primary school students Levels, badges Motivation, achievement Students improved their learning experience in a positive and effective way via gamification to gain new information
Examining competitive, collaborative and adaptive gamification in young learners’ math learning (Jagust et al., 2018) Not stated Qualitative To determine the effectiveness of different gamification types in learning processes and performance Points, leader board, timer, feedback Learning performance Gamified activities improved learners’ learning performance in Mathematics
Applying game mechanics and student-generated questions to an online puzzle-based game learning system to promote algorithmic thinking skills (Hsu & Wang, 2018) Not stated Qualitative To study the effects of using game elements to promote algorithmic thinking skills in an online puzzle-based game learning system. Points, feedback, challenges, leader board, levels, badges, progress bar Thinking skill, learning performance Game elements improve students’ algorithmic thinking skills and performance in solving puzzles
The effect of pedagogical GAME model on students’ PISA scientific competencies (Tsai et al., 2020) Taiwan Qualitative The effect of a pedagogical model of digital games on students’ scientific competencies. Points, rewards, levels, and badges Scientific competency The gamification, assessment, modeling and enquiry (GAME) model can enhance students’ Programme for International Student Assessment (PISA) scientific competencies.
Learning about sustainable mobility in primary schools from a playful perspective: A focus group approach (Sipone et al., 2019) Spain Qualitative To determine the influence of gamification in learning related to sustainable mobility. Avatar, points, rewards, and challenges Participation, motivation Children were aware of sustainable mobility and were able to gain new knowledge regarding the concept via gamification elements
Gamification and physical education. Viability and preliminary views from students and teachers. (Fernandez-Rio et al., 2020) Spain Qualitative To study the application of gamification in Physical Education and its effect on students and teachers. Rewards, badges, immediate feedback Motivation Gamification has the potential to improve students’ intrinsic motivation toward physical education
Evaluation of Gamification in E-Learning Systems for Elementary School Students (Alshammari, 2020). Saudi Arabia Qualitative To study the effect of gamification in e-learning systems on students’ learning outcomes and learning motivation in an Arabic language course Points, time pressure, levels, badges, rewards, feedback, leader board. Motivation The usage of game elements boosts students’ motivation to acquire knowledge
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