scholarly journals Gamification in Science Education. A Systematic Review of the Literature

2021 ◽  
Vol 11 (1) ◽  
pp. 22
Author(s):  
Michail Kalogiannakis ◽  
Stamatios Papadakis ◽  
Alkinoos-Ioannis Zourmpakis

The implementation of gamification in education has attracted many researchers to increase engagement and achieve learning more effectively. Implementing technology in science curricula has seen a massive influx over the past years to stop the decline in students’ motivation towards science learning and promote scientific thinking. This study’s objective is to present the empirical findings of the state-of-the-art literature on the use of gamification in science education. Therefore, we performed a systematic literature review of 24 empirical research papers published in various electronic databases and the web search engine for scholarly literature and academic resources, Google Scholar, between 2012 and 2020. This review reveals the latest emerging trends of gamification in science education while revealing the literature gap, challenges, impediments, and extending the possibilities for future research directions. It examines the conflicting findings of other studies and provides a framework and insight for future researchers regarding content areas, educational levels, theoretical models, outcomes, methodologies, game elements, and assessment tools.


Author(s):  
Cathie Marache-Francisco ◽  
Eric Brangier

Through this chapter, the authors aim at describing Gamification—the use of game elements in non-ludic environments—to identify its limits and lacks as well as its assets. Indeed, it has been developed to answer a need that arouses out of the Human Computer Interaction (HCI) field evolutions, and it could be valuable in that scope. The authors propose a definition of Gamification according to several different dimensions that are part of the HCI design field. They suggest it as a first step towards a guiding design framework aimed at designers. They mention future research directions that would help in going further and enriching the framework, leading to the creation of a design model for user experience design through Gamification. The authors finally raise some ethical concerns about the meaning of Gamification itself.



Author(s):  
Füsun Şahin ◽  
Dominic Mentor

The main focus of this chapter will be using mobile assessment (m-assessment) for teaching and learning in formal and informal education. M-assessment has been handy for improving learning realized in traditional and contemporary classrooms such as digital classrooms, informal and formal learning settings, professional development settings, and anywhere that learning happens. M-assessment has increased accessibility anywhere, anytime, and by anyone. Moreover, m-assessment contributed to assessment practice by changing how information is collected and providing various mobile formative and summative assessment tools. Effectiveness of m-assessment for improving learning will be discussed by examining evidences regarding learning achievement, student engagement, and cognitive load. Various challenges of using m-assessment were highlighted. Suggestions for overcoming such challenges and using m-assessment effectively were provided under two headings: (a) smart use and (b) smart design of m-assessment. Future research directions were described.



Author(s):  
Mick Grimley ◽  
Trond Nilsen ◽  
Roslyn Kerr ◽  
Richard Green ◽  
David Thompson

This chapter proposes that the use of virtual worlds for science education is warranted and fits well with contemporary learning theory in the context of constructivist instructional approaches being desirable and that learners learn best when they are engaged in active mental processing. Over recent years, games have become increasingly social, supporting massively multi-player online game experiences and then evolving into virtual worlds, such as Second Life, which show significant promise for educational uses. This chapter introduces the field of virtual worlds, and then discusses relevant theory and research. The authors describe the potential of virtual worlds for education by emphasizing how they can be leveraged as an effective tool for constructivist teaching techniques. In addition, the authors present some of the literature that supports their use for science education. This chapter concludes with practical concerns and some possible solutions in the context of future research directions.



Author(s):  
Anthony Bolton ◽  
Leilani Goosen ◽  
Elmarie Kritzinger

Against the background of promoting inclusive growth in the context of the Fourth Industrial Revolution (4IR), the purpose of this chapter is to introduce Industry 4.0 in terms of the impact of Unified Communication and Collaboration (UC&C) technologies on productivity and innovation within a global automotive enterprise. To provide readers with a further overview of, and summarize, the content of the chapter, issues, controversies, problems, and challenges related to Industry 4.0 adoption, including, for example, Cyber-Physical Systems (CPS), are discussed. Solutions and recommendations for dealing with the issues, controversies, and/or problems are presented, and the chapter will also discuss future research directions and emerging trends, together with providing insight about the future of the book's theme from the perspective of the chapter focus on the impact of UC&C technologies on productivity and innovation. The last section will provide discussion of the overall coverage of the chapter and concluding remarks.



2020 ◽  
Vol 49 (1) ◽  
pp. 113-137
Author(s):  
Kingsley Ofosu-Ampong

This article examines gamification literature on education since 2011. Using highlighted themes from Kirriemuir and McFarlane’s review on games and education as a starting point, the study identified 32 published papers. Furthermore, the study evaluated and identified previous conceptual and methodological approaches for evaluating gamification in education research. Using the identifying themes, the study discusses the development and use of gamification in education (Theme I), the application of gamification in education (Theme II), and the impact of gamification in education (Theme III) and propose that there is increased gamification and game elements research activities bridging the idea of gamified information systems in education and offering interesting opportunities for future research. The study concludes with future research directions for gamification in education.



Author(s):  
Füsun Şahin ◽  
Dominic Mentor

The main focus of this chapter will be using mobile assessment (m-assessment) for teaching and learning in formal and informal education. M-assessment has been handy for improving learning realized in traditional and contemporary classrooms such as digital classrooms, informal and formal learning settings, professional development settings, and anywhere that learning happens. M-assessment has increased accessibility anywhere, anytime, and by anyone. Moreover, m-assessment contributed to assessment practice by changing how information is collected and providing various mobile formative and summative assessment tools. Effectiveness of m-assessment for improving learning will be discussed by examining evidences regarding learning achievement, student engagement, and cognitive load. Various challenges of using m-assessment were highlighted. Suggestions for overcoming such challenges and using m-assessment effectively were provided under two headings: (a) smart use and (b) smart design of m-assessment. Future research directions were described.



Gamification ◽  
2015 ◽  
pp. 1-20 ◽  
Author(s):  
Cathie Marache-Francisco ◽  
Eric Brangier

Through this chapter, the authors aim at describing Gamification—the use of game elements in non-ludic environments—to identify its limits and lacks as well as its assets. Indeed, it has been developed to answer a need that arouses out of the Human Computer Interaction (HCI) field evolutions, and it could be valuable in that scope. The authors propose a definition of Gamification according to several different dimensions that are part of the HCI design field. They suggest it as a first step towards a guiding design framework aimed at designers. They mention future research directions that would help in going further and enriching the framework, leading to the creation of a design model for user experience design through Gamification. The authors finally raise some ethical concerns about the meaning of Gamification itself.



Author(s):  
Sunny Sharma ◽  
Vijay Rana

: The Existing studies have already revealed that the information on the web is increasing rapidly. Ambiguous queries and user’s ability to express their intention through queries have been one of the key challenges in retrieving the accurate search results from the search engine. This paper in response explored different methodologies proposed during 2005-2019 by the eminent researchers for recommending better search results. Some of these methodologies are based on the users’ geographical location while others rely on re- rank the web results and refinement of user’s query. Fellow researchers can use this literature, to define the fundamental literature for their own work. Further a brief case study of major search engines like Google, Yahoo, Bing etc. along with the techniques used by these search engines for personalization are also discussed. Finally, the paper discusses some current issues and challenges related to the personalization which further lays the future research directions.



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