Gamification and game based learning for vocational education and training: A systematic literature review

Games have been used as a learning tool for centuries. Gamification and game-based learning are becoming more prominent in educational settings for several reasons. When it comes to learning, being focused and immersed can massively improve a student's experience. The purpose of this study is t...

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Main Authors: Dahalan, Fazlida, Alias, Norlidah, Shaharom, Mohd Shahril Nizam
Format: Article
Published: Springer 2024
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Online Access:http://eprints.um.edu.my/46076/
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Institution: Universiti Malaya
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spelling my.um.eprints.460762024-08-16T03:43:09Z http://eprints.um.edu.my/46076/ Gamification and game based learning for vocational education and training: A systematic literature review Dahalan, Fazlida Alias, Norlidah Shaharom, Mohd Shahril Nizam LB1603 Secondary Education. High schools T Technology (General) Games have been used as a learning tool for centuries. Gamification and game-based learning are becoming more prominent in educational settings for several reasons. When it comes to learning, being focused and immersed can massively improve a student's experience. The purpose of this study is to map the emerging trends of gamification and game-based learning (GBL) in the Vocational and Education Training (VET) sector. For this purpose, a Systematic Literature Review was conducted through the three most relevant scientific databases - Web of Science, Scopus, ScienceDirect, and PubMed with Google Scholar as a supporting database. The obtained sample was further selected following the PRISMA guidelines with screening and eligibility processes conducted based on inclusion criteria that were defined with consideration to the research's aim. This review comprised seventeen studies. The findings revealed a growing interest in the Asian continents in research from 2020 onwards. Furthermore, most of the study is centred on vocational schools and colleges in the engineering and healthcare fields. According to the overview, the digital learning platform and simulation technology are the most promising tools used in the research. The findings support the conclusion that gamification and game-based learning can improve academic performance, engagement, and motivation in vocational education learners. As a result, this study suggests that more research is needed to determine the gamification strategies that are most suited for vocational education and learning. Springer 2024-02 Article PeerReviewed Dahalan, Fazlida and Alias, Norlidah and Shaharom, Mohd Shahril Nizam (2024) Gamification and game based learning for vocational education and training: A systematic literature review. Education and Information Technologies, 29 (2). pp. 1279-1317. ISSN 1360-2357, DOI https://doi.org/10.1007/s10639-022-11548-w <https://doi.org/10.1007/s10639-022-11548-w>. 10.1007/s10639-022-11548-w
institution Universiti Malaya
building UM Library
collection Institutional Repository
continent Asia
country Malaysia
content_provider Universiti Malaya
content_source UM Research Repository
url_provider http://eprints.um.edu.my/
topic LB1603 Secondary Education. High schools
T Technology (General)
spellingShingle LB1603 Secondary Education. High schools
T Technology (General)
Dahalan, Fazlida
Alias, Norlidah
Shaharom, Mohd Shahril Nizam
Gamification and game based learning for vocational education and training: A systematic literature review
description Games have been used as a learning tool for centuries. Gamification and game-based learning are becoming more prominent in educational settings for several reasons. When it comes to learning, being focused and immersed can massively improve a student's experience. The purpose of this study is to map the emerging trends of gamification and game-based learning (GBL) in the Vocational and Education Training (VET) sector. For this purpose, a Systematic Literature Review was conducted through the three most relevant scientific databases - Web of Science, Scopus, ScienceDirect, and PubMed with Google Scholar as a supporting database. The obtained sample was further selected following the PRISMA guidelines with screening and eligibility processes conducted based on inclusion criteria that were defined with consideration to the research's aim. This review comprised seventeen studies. The findings revealed a growing interest in the Asian continents in research from 2020 onwards. Furthermore, most of the study is centred on vocational schools and colleges in the engineering and healthcare fields. According to the overview, the digital learning platform and simulation technology are the most promising tools used in the research. The findings support the conclusion that gamification and game-based learning can improve academic performance, engagement, and motivation in vocational education learners. As a result, this study suggests that more research is needed to determine the gamification strategies that are most suited for vocational education and learning.
format Article
author Dahalan, Fazlida
Alias, Norlidah
Shaharom, Mohd Shahril Nizam
author_facet Dahalan, Fazlida
Alias, Norlidah
Shaharom, Mohd Shahril Nizam
author_sort Dahalan, Fazlida
title Gamification and game based learning for vocational education and training: A systematic literature review
title_short Gamification and game based learning for vocational education and training: A systematic literature review
title_full Gamification and game based learning for vocational education and training: A systematic literature review
title_fullStr Gamification and game based learning for vocational education and training: A systematic literature review
title_full_unstemmed Gamification and game based learning for vocational education and training: A systematic literature review
title_sort gamification and game based learning for vocational education and training: a systematic literature review
publisher Springer
publishDate 2024
url http://eprints.um.edu.my/46076/
_version_ 1809136924540010496