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Motivating Learners Through Gamification: Effective Game Elements and Key Factors
Ahmad Nizamuddin Jipli1, Ahmad M. S. Elaklouk2

1Ahmad Nizamuddin Jipli, Creative Computing, School of Computing and Informatics, Universiti Teknologi Brunei.

2Dr. Ahmad M. S. Elaklouk, Assistant Professor, Creative Computing, School of Computing and Informatics, Universiti Teknologi Brunei.    

Manuscript received on 30 January 2025 | First Revised Manuscript received on 02 February 2025 | Second Revised Manuscript received on 20 February 2025 | Manuscript Accepted on 15 March 2025 | Manuscript published on 30 March 2025 | PP: 27-36 | Volume-14 Issue-4, March 2025 | Retrieval Number: 100.1/ijitee.D106214040325 | DOI: 10.35940/ijitee.D1062.14040325

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© The Authors. Blue Eyes Intelligence Engineering and Sciences Publication (BEIESP). This is an open access article under the CC-BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/)

Abstract: Gamification, which incorporates game design principles within non-gaming environments, has garnered widespread interest in bolstering motivation and engagement across various industries and sectors. While gamification has seen extensive adoption and is projected to continue growing, further research is needed to explore its applications in education. This paper aims to investigate the use of gamification in educational contexts through a systematic review approach, identifying practical game elements and factors that contribute to students’ motivation and engagement, and providing educators and researchers with guidance on developing impactful educational gamification strategies. Finally, the review identifies gaps and outlines directions for future research in this field, ultimately highlighting various challenges and prospective research avenues within this domain.

Keywords: Gamification, Systematic Literature Review, Education Technology, Motivation, Engagement, Game Design.
Scope of the Article: Information Technology