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A systematic mapping on gamification applied to education

Published: 24 March 2014 Publication History

Abstract

Gamification is a term that refers to the use of game elements in non-game contexts with the goal of engaging people in a variety of tasks. There is a growing interest in gamification as well as its applications and implications in the field of Education since it provides an alternative to engage and motivate students during the process of learning. Despite this increasing interest, to the best of our knowledge, there are no studies that cover and classify the types of research being published and the most investigated topics in the area. As a first step towards bridging this gap, we carried out a systematic mapping to synthesize an overview of the area. We went through 357 papers on gamification. Among them, 48 were related to education and only 26 met the criteria for inclusion and exclusion of articles defined in this study. These 26 papers were selected and categorized according to their contribution. As a result, we provide an overview of the area. Such an overview suggests that most studies focus on investigating how gamification can be used to motivate students, improve their skills, and maximize learning.

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cover image ACM Conferences
SAC '14: Proceedings of the 29th Annual ACM Symposium on Applied Computing
March 2014
1890 pages
ISBN:9781450324694
DOI:10.1145/2554850
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 24 March 2014

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Author Tags

  1. education
  2. engagement
  3. gamification
  4. literature review
  5. motivation
  6. persuasive computing
  7. survey
  8. systematic mapping

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SAC 2014
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SAC 2014: Symposium on Applied Computing
March 24 - 28, 2014
Gyeongju, Republic of Korea

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SAC '14 Paper Acceptance Rate 218 of 939 submissions, 23%;
Overall Acceptance Rate 1,650 of 6,669 submissions, 25%

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The 40th ACM/SIGAPP Symposium on Applied Computing
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  • (2025)Gamification e inclusione scolastica: il progetto PYRAMID per promuovere competenze trasversali e partecipazione attiva negli studentiCADMO10.3280/CAD2024-002004(44-60)Online publication date: Jan-2025
  • (2024)Brazilian Teachers’ concerns towards the use of Gamification in Education: perceived barriers to its adoptionRevista Brasileira de Informática na Educação10.5753/rbie.2024.322832(510-532)Online publication date: 8-Oct-2024
  • (2024)Serious GamesIntegrating Technology in Problem-Solving Educational Practices10.4018/979-8-3693-6745-2.ch002(27-58)Online publication date: 25-Oct-2024
  • (2024)Enhancing the Learning and Application of Knowledge in University StudentsPractices and Implementation of Gamification in Higher Education10.4018/979-8-3693-0716-8.ch004(71-87)Online publication date: 26-Jan-2024
  • (2024)One Solution Does Not Fit AllPractices and Implementation of Gamification in Higher Education10.4018/979-8-3693-0716-8.ch002(22-49)Online publication date: 26-Jan-2024
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