Drivers and Barriers to the Utilisation of Gamification and Game-Based Learning in Universities: A Systematic Review of Educators' Perspectives

Fuente: ERIC Institute of Education Sciences
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Autori principali: Lester, Danielle, Skulmoski, Gregory J., Fisher, Darren P., Mehrotra, Vishal, Lim, Iris, Lang, Alexander, Keogh, Justin W. L.
Natura: Recurso educativo Open Access
Lingua:en
Pubblicazione: 2023
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author Lester, Danielle
Skulmoski, Gregory J.
Fisher, Darren P.
Mehrotra, Vishal
Lim, Iris
Lang, Alexander
Keogh, Justin W. L.
author_facet Lester, Danielle
Skulmoski, Gregory J.
Fisher, Darren P.
Mehrotra, Vishal
Lim, Iris
Lang, Alexander
Keogh, Justin W. L.
Lester, Danielle
Skulmoski, Gregory J.
Fisher, Darren P.
Mehrotra, Vishal
Lim, Iris
Lang, Alexander
Keogh, Justin W. L.
collection Education Resources Information Center
contents Drivers and Barriers to the Utilisation of Gamification and Game-Based Learning in Universities: A Systematic Review of Educators' Perspectives Lester, Danielle Skulmoski, Gregory J. Fisher, Darren P. Mehrotra, Vishal Lim, Iris Lang, Alexander Keogh, Justin W. L. College Faculty Gamification Game Based Learning Teacher Attitudes Barriers Influences Interaction Cooperative Learning Learner Engagement Instructional Development Released Time While gamification and game-based learning have both been demonstrated to have a host of educational benefits for university students, many university educators do not routinely use these approaches in their teaching. Therefore, this systematic review, conducted using the PRISMA guidelines, sought to identify the primary drivers and barriers to the use of gamification and game-based learning by university educators. A search of multiple databases (Web of Science, Scopus and EBSCO (Business Source Complete; ERIC; Library, Information Science & Technology Abstracts)) identified 1330 articles, with 1096 retained after duplicates were removed. Seventeen articles (11 quantitative, two mixed-methods and four qualitative) were included in the systematic review. The primary drivers described by the educators that positively influenced their gamification and game-based learning usage were their beliefs that it encourages student interactions and collaborative learning; provides fun and improves engagement; and can easily be used by students. Alternatively, the university educators' major barriers included a lack of time to develop gamification approaches, lack of proven benefits and classroom setting issues. Many of these and other less commonly reported drivers and barriers can be categorised as attitudinal, design-related or administrative in nature. Such categorisations may assist university educators, teaching support staff and administrators in better understanding the primary factors influencing the utilisation of gamification and game-based learning and develop more effective strategies to overcome these barriers to its successful implementation.
format Recurso educativo Open Access
id eric_EJ1395382
institution ERIC Institute of Education Sciences
language en
publishDate 2023
record_format eric
spellingShingle Drivers and Barriers to the Utilisation of Gamification and Game-Based Learning in Universities: A Systematic Review of Educators' Perspectives
Lester, Danielle
Skulmoski, Gregory J.
Fisher, Darren P.
Mehrotra, Vishal
Lim, Iris
Lang, Alexander
Keogh, Justin W. L.
College Faculty
Gamification
Game Based Learning
Teacher Attitudes
Barriers
Influences
Interaction
Cooperative Learning
Learner Engagement
Instructional Development
Released Time
Drivers and Barriers to the Utilisation of Gamification and Game-Based Learning in Universities: A Systematic Review of Educators' Perspectives Lester, Danielle Skulmoski, Gregory J. Fisher, Darren P. Mehrotra, Vishal Lim, Iris Lang, Alexander Keogh, Justin W. L. College Faculty Gamification Game Based Learning Teacher Attitudes Barriers Influences Interaction Cooperative Learning Learner Engagement Instructional Development Released Time While gamification and game-based learning have both been demonstrated to have a host of educational benefits for university students, many university educators do not routinely use these approaches in their teaching. Therefore, this systematic review, conducted using the PRISMA guidelines, sought to identify the primary drivers and barriers to the use of gamification and game-based learning by university educators. A search of multiple databases (Web of Science, Scopus and EBSCO (Business Source Complete; ERIC; Library, Information Science & Technology Abstracts)) identified 1330 articles, with 1096 retained after duplicates were removed. Seventeen articles (11 quantitative, two mixed-methods and four qualitative) were included in the systematic review. The primary drivers described by the educators that positively influenced their gamification and game-based learning usage were their beliefs that it encourages student interactions and collaborative learning; provides fun and improves engagement; and can easily be used by students. Alternatively, the university educators' major barriers included a lack of time to develop gamification approaches, lack of proven benefits and classroom setting issues. Many of these and other less commonly reported drivers and barriers can be categorised as attitudinal, design-related or administrative in nature. Such categorisations may assist university educators, teaching support staff and administrators in better understanding the primary factors influencing the utilisation of gamification and game-based learning and develop more effective strategies to overcome these barriers to its successful implementation.
title Drivers and Barriers to the Utilisation of Gamification and Game-Based Learning in Universities: A Systematic Review of Educators' Perspectives
topic College Faculty
Gamification
Game Based Learning
Teacher Attitudes
Barriers
Influences
Interaction
Cooperative Learning
Learner Engagement
Instructional Development
Released Time
url https://eric.ed.gov/?id=EJ1395382