The Constraints Of The Adoption Of Gamification For Education And Training In Higher Education Institutions : A Systematic Literature Review

dc.contributor.authorMaake, Benard
dc.contributor.authorOjo, Sunday
dc.contributor.authorAkinyinka, Akindele
dc.contributor.authorOguta, Stephen
dc.date.accessioned2025-12-05T13:38:13Z
dc.date.issued2023
dc.descriptionJournal article
dc.description.abstractGamification, a concept that describes the use of game design elements in non-game scenarios, inan attempt to induce fun and motivation in non-game scenarios, has found application in a variety of contexts. In education, popular gamification elements that have been introduced to make learning fun includes the use of points, levels, missions, leaderboards, badges, and avatars. New gamification such as the use of social robots is now in vogue. Despite the enormous potential of these gaming concepts, researchers have unearthed some challenges that face the adoption of gamification in educational systems of Higher Education Institutions. In this study's systematic literature review, the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) framework was used to explore the difficulties encountered when using gamification in training and education at colleges and universities and tosuggest potential solutions. Several researches that employed gamification were elicited from databases such as google scholar, Scopus and research gate. The shortcomings encountered during the deployment of gamification in these studies were summarinld. The study's findings reveal that Ill difficulties encountered when adopting gamification in education and training in higher education institutions can be divided into three categories: design concerns, issues with short-term engagement, and problems with user adaptability. Likewise, potential fnes for the issues were mapped out for future designers of educational gamified systems to follow.
dc.identifier.citationOguta, Stephen & Akindele, Akinyinka & Ojo, Joseph & Maake, Benard. (2023). The Constraints of The Adoption of Gamification for Education and Training in Higher Education Institutions: A Systematic Literature Review. 1-6. 10.1109/icABCD59051.2023.10220568.
dc.identifier.urihttps://repository.daystar.ac.ke/handle/123456789/8394
dc.language.isoen
dc.subjectGamification
dc.subjectGame-based
dc.subjectuser-adaptation
dc.subjectelearning
dc.subjectPRISMA
dc.titleThe Constraints Of The Adoption Of Gamification For Education And Training In Higher Education Institutions : A Systematic Literature Review
dc.typeArticle

Files

Original bundle

Now showing 1 - 1 of 1
Loading...
Thumbnail Image
Name:
The Constraints Of The Adoption Of Gamification For Education And Training In Higher Education Institutions : A Systematic Literature Review.pdf
Size:
12.53 MB
Format:
Adobe Portable Document Format

License bundle

Now showing 1 - 1 of 1
Loading...
Thumbnail Image
Name:
license.txt
Size:
1.71 KB
Format:
Item-specific license agreed upon to submission
Description:

Collections