A Systematic Mapping of Gamification in Higher Education

Authors

  • Leandro Ouriques Programa de Engenharia de Sistemas e Computação, COPPE/UFRJ; Center for Naval Systems Analyses (CASNAV), Brazilian Navy
  •  Diego Castro Programa de Engenharia de Sistemas e Computação, COPPE/UFRJ
  • Diogo Olieveira Programa de Engenharia de Sistemas e Computação, COPPE/UFRJ
  • Jessica Seibert Programa de Engenharia de Sistemas e Computação, COPPE/UFRJ
  • Geraldo Xexeo Programa de Engenharia de Sistemas e Computação, COPPE/UFRJ; Departamento de Ciência da Computação, IM/UFRJ
  • Eduardo Mangeli Programa de Engenharia de Sistemas e Computação, COPPE/UFRJ

Abstract

A systematic mapping was performed on gamification in higher education to understand its main benefits, the most investigated gamification techniques and the main characteristics of a gamification design needed to apply in a course. Gamification is a practice adopted to encourage motivation and commitment of individuals involved in a specific activity. The results indicated that gamification designs in high education have positive effect on motivation, engagement and leaning. Gamification provide regular feedback to students and foster student’s interest, attention, attendance and interaction in classroom. The most used game elements in the selected articles were points, achievements and leaderboards, followed by levels, rewards, feedback and challenges. The effectiveness of a gamification design has been often evaluated through students’ results, activities and/or perceptions.

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Published

2021-03-12