Drivers and Barriers to the Utilisation of Gamification and Game-Based Learning in Universities: A Systematic Review of Educators' Perspectives

While gamification and game-based learning have both been demonstrated to have a host of educational benefits for university students, many university educators do not routinely use these approaches in their teaching. Therefore, this systematic review, conducted using the PRISMA guidelines, sought t...

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Veröffentlicht in:British journal of educational technology 2023-11, Vol.54 (6), p.1748-1770
Hauptverfasser: Lester, Danielle, Skulmoski, Gregory J, Fisher, Darren P, Mehrotra, Vishal, Lim, Iris, Lang, Alexander, Keogh, Justin W. L
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container_issue 6
container_start_page 1748
container_title British journal of educational technology
container_volume 54
creator Lester, Danielle
Skulmoski, Gregory J
Fisher, Darren P
Mehrotra, Vishal
Lim, Iris
Lang, Alexander
Keogh, Justin W. L
description While gamification and game-based learning have both been demonstrated to have a host of educational benefits for university students, many university educators do not routinely use these approaches in their teaching. Therefore, this systematic review, conducted using the PRISMA guidelines, sought to identify the primary drivers and barriers to the use of gamification and game-based learning by university educators. A search of multiple databases (Web of Science, Scopus and EBSCO (Business Source Complete; ERIC; Library, Information Science & Technology Abstracts)) identified 1330 articles, with 1096 retained after duplicates were removed. Seventeen articles (11 quantitative, two mixed-methods and four qualitative) were included in the systematic review. The primary drivers described by the educators that positively influenced their gamification and game-based learning usage were their beliefs that it encourages student interactions and collaborative learning; provides fun and improves engagement; and can easily be used by students. Alternatively, the university educators' major barriers included a lack of time to develop gamification approaches, lack of proven benefits and classroom setting issues. Many of these and other less commonly reported drivers and barriers can be categorised as attitudinal, design-related or administrative in nature. Such categorisations may assist university educators, teaching support staff and administrators in better understanding the primary factors influencing the utilisation of gamification and game-based learning and develop more effective strategies to overcome these barriers to its successful implementation.
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source Wiley Journals; EBSCOhost Education Source
subjects Barriers
Classrooms
Collaborative learning
College Faculty
College Students
Colleges & universities
Computer & video games
Cooperative Learning
Education
Educational Benefits
Educational software
Game Based Learning
Games
Gamification
Influences
Instructional Development
Interaction
Learner Engagement
Learning
Released Time
Students
Systematic review
Teacher Attitudes
Teachers
University faculty
University students
title Drivers and Barriers to the Utilisation of Gamification and Game-Based Learning in Universities: A Systematic Review of Educators' Perspectives
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