Abstract

Gamification acceptance in learning is seen as a mass appeal for motivation, learning participation, and social influence, which is also considered a digital realm. However, non-digital gamification is just as valuable in education as in the digital world. This research aimed to present the empirical findings from the most recent literature on gamification in science subjects using a board game approach. It reveals the most recent scientific evidence on emerging learning science trends using board games and gamification plugins. Other than that, it expands the possibilities for future research directions in rioting learning and instruction through gamification. The systematic literature review examined 11 empirical research papers published between 2018 and 2022 in the Web of Science (WoS) and Scopus databases. The review critically appraised and evaluated the various contradictions found in the literature and established the importance of future research studies to re-examine the theoretical foundations of board games, their game mechanics, and learning outcomes. The findings not only attempt to analyse the novelty of gamified learning using board games perceived as a critical enabler of achievement, motivation, enjoyment, and engagement in science education but also seek to outline recommendations for future research on this topic comprehensively.

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