Game-Based and Gamified Robotics Education: A Comparative Systematic Review and Design Guidelines

Fuente: arXiv
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Hauptverfasser: Mubarrat, Syed T., Min, Byung-Cheol, Shao, Tianyu, Smith, E. Cho, Benes, Bedrich, Magana, Alejandra J., Mousas, Christos, Kao, Dominic
Format: Preprint
Veröffentlicht: 2026
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author Mubarrat, Syed T.
Min, Byung-Cheol
Shao, Tianyu
Smith, E. Cho
Benes, Bedrich
Magana, Alejandra J.
Mousas, Christos
Kao, Dominic
author_facet Mubarrat, Syed T.
Min, Byung-Cheol
Shao, Tianyu
Smith, E. Cho
Benes, Bedrich
Magana, Alejandra J.
Mousas, Christos
Kao, Dominic
contents Robotics education fosters computational thinking, creativity, and problem-solving, but remains challenging due to technical complexity. Game-based learning (GBL) and gamification offer engagement benefits, yet their comparative impact remains unclear. We present the first PRISMA-aligned systematic review and comparative synthesis of GBL and gamification in robotics education, analyzing 95 studies from 12,485 records across four databases (2014-2025). We coded each study's approach, learning context, skill level, modality, pedagogy, and outcomes (k = .918). Three patterns emerged: (1) approach-context-pedagogy coupling (GBL more prevalent in informal settings, while gamification dominated formal classrooms [p < .001] and favored project-based learning [p = .009]); (2) emphasis on introductory programming and modular kits, with limited adoption of advanced software (~17%), advanced hardware (~5%), or immersive technologies (~22%); and (3) short study horizons, relying on self-report. We propose eight research directions and a design space outlining best practices and pitfalls, offering actionable guidance for robotics education.
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id arxiv_https___arxiv_org_abs_2601_22199
institution arXiv
publishDate 2026
record_format arxiv
spellingShingle Game-Based and Gamified Robotics Education: A Comparative Systematic Review and Design Guidelines
Mubarrat, Syed T.
Min, Byung-Cheol
Shao, Tianyu
Smith, E. Cho
Benes, Bedrich
Magana, Alejandra J.
Mousas, Christos
Kao, Dominic
Robotics
Human-Computer Interaction
Robotics education fosters computational thinking, creativity, and problem-solving, but remains challenging due to technical complexity. Game-based learning (GBL) and gamification offer engagement benefits, yet their comparative impact remains unclear. We present the first PRISMA-aligned systematic review and comparative synthesis of GBL and gamification in robotics education, analyzing 95 studies from 12,485 records across four databases (2014-2025). We coded each study's approach, learning context, skill level, modality, pedagogy, and outcomes (k = .918). Three patterns emerged: (1) approach-context-pedagogy coupling (GBL more prevalent in informal settings, while gamification dominated formal classrooms [p < .001] and favored project-based learning [p = .009]); (2) emphasis on introductory programming and modular kits, with limited adoption of advanced software (~17%), advanced hardware (~5%), or immersive technologies (~22%); and (3) short study horizons, relying on self-report. We propose eight research directions and a design space outlining best practices and pitfalls, offering actionable guidance for robotics education.
title Game-Based and Gamified Robotics Education: A Comparative Systematic Review and Design Guidelines
topic Robotics
Human-Computer Interaction
url https://arxiv.org/abs/2601.22199