2026· International journal of research and innovation in applied science· Vol 11, pp. 4321-4339· 0 citations
TL;DR
The five year trend analysis of gamification in ODL presents evidence-based insights for educators and instructional designers to enhance learner engagement through gamified strategies in open and distance education settings.
Abstract
Gamification has proven to enhance learner motivation and engagement through the integration of game design elements in physical classroom contexts, particularly. The inherent nature of virtual environments affects the success of gamification strategies in open and distance learning (ODL). This study presents a literature review of 37 empirical research papers on gamification in ODL published between 2019- 2024. The review addresses five key research questions: the annual distribution of publications, commonly used game elements (e.g., points, badges, storytelling), characteristics of learner populations, prevalent research methodologies, and the primary findings reported. By synthesizing trends and empirical outcomes, the paper highlights how gamification fosters learner motivation, interactivity, and improved outcomes in digital learning environments. The five year trend analysis of gamification in ODL presents evidence-based insights for educators and instructional designers to enhance learner engagement through gamified strategies in open and distance education settings.
The integration of gamification in digital education has attracted significant attention as a strategy to enhance student engagement and learning outcomes. However, empirical evidence concerning its effects on retention and educational equity in real-world classroom settings remains limited. This study examines whether...
Min Du· Humanities and Social Scienc...· 0 citations
The findings indicate that the relationship between gamification, serious games, and university learning is not a homogeneous effect, but rather a complex phenomenon conditioned by the educational context, pedagogical design, and methodological decisions in primary studies.
Alejandro Valencia-Arías, Jesús Alberto Jiménez García, Lelis Grabiel Palacios Silva et al.· Contemporary Educational Tec...· 0 citations
The research concludes that gamification represents a powerful educational tool capable of enhancing learning experiences, encouraging active participation, and improving academic achievement, however, successful implementation requires appropriate instructional design, technological infrastructure, teacher training, a...
Sudarshan Shivhare, Mamta Sharma· Journal of Electronics and P...· 0 citations
The rapid transformation of education in the digital era has necessitated innovative pedagogical approaches that enhance student motivation, participation, and learning outcomes. Gamification, defined as the integration of game design elements into non-game contexts, has emerged as a powerful strategy in teaching and l...
Raseena P. M., M. C, Abdul Wasih Kattikulangara· International Journal For Mu...· 0 citations
This paper presents the results of a comprehensive survey conducted on an educational game developed over three years following a learner-centred approach. The final evaluation involved 168 participants engaging with the game, providing both quantitative and qualitative data. Notably, the study found that integrating e...
Wolfgang Brabänder, Geeske Kemper, K. Langer et al.· European Conference on Games...· 0 citations
Immersive learning has emerged as one of the most transformative innovations in 21st-century education. This conceptual review paper critically examines the comparative impact of immersive technologies—Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR)—on secondary education. Drawing on current empiri...
E. C. Iderima· International Journal of Adv...· 0 citations
We use cookies to run the site and, with your consent, for analytics and to show ads.
See our Cookie Policy.