Abstract

The construct of gamification has received considerable interest, especially in the context of Learning. The need for tools to make Learning more engaging and efficient have led to researchers exploring the use of gamification to enhance learning and development activities. According Gartner’s Hype Cycle, gamification is poised for large scale adoption in the coming years. The construct of gamification has received considerable interest, especially in the context of learning. Over the past five years, research in the area has grown. The current study, looks at consolidating the research that has been carried out and attempts to provide a snapshot of the work carried out in the last five years. The chosen studies have explored the role of gamification in learning activities and have attempted to provide empirical evidence to support gamified learning. The purpose of the study is to review existing literature, in terms of the outcomes, outcome variables, context of study and research methodology used. This would not only add to the knowledge in the field but would also guide future research by identifying gaps or areas that need to explored. Additionally, practitioners would benefit from a consolidated view of five years of research into the practice of gamification.

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.