Orsoni Matteo, Dubé Adam, Prandi Catia, Giovagnoli Sara, Benassi Mariagrazia, Mazzoni Elvis, Benvenuti Martina
Department of Psychology, University of Bologna.
Department of Educational and Counselling Psychology, McGill University.
Perspect Psychol Sci. 2025 May;20(3):460-484. doi: 10.1177/17456916231202489. Epub 2023 Nov 20.
In education, the term "gamification" refers to of the use of game-design elements and gaming experiences in the learning processes to enhance learners' motivation and engagement. Despite researchers' efforts to evaluate the impact of gamification in educational settings, several methodological drawbacks are still present. Indeed, the number of studies with high methodological rigor is reduced and, consequently, so are the reliability of results. In this work, we identified the key concepts explaining the methodological issues in the use of gamification in learning and education, and we exploited the controverses identified in the extant literature. Our final goal was to set up a checklist protocol that will facilitate the design of more rigorous studies in the gamified-learning framework. The checklist suggests potential moderators explaining the link between gamification, learning, and education identified by recent reviews, systematic reviews, and meta-analyses: study design, theory foundations, personalization, motivation and engagement, game elements, game design, and learning outcomes.
在教育领域,“游戏化”一词指的是在学习过程中运用游戏设计元素和游戏体验,以提高学习者的积极性和参与度。尽管研究人员努力评估游戏化在教育环境中的影响,但仍存在一些方法上的缺陷。事实上,方法严谨性高的研究数量减少了,结果的可靠性也随之降低。在这项工作中,我们确定了解释在学习和教育中使用游戏化时方法问题的关键概念,并利用了现有文献中发现的争议。我们的最终目标是建立一个清单协议,以促进在游戏化学习框架中设计更严谨的研究。该清单提出了一些潜在的调节因素,这些因素解释了最近的综述、系统综述和荟萃分析所确定的游戏化、学习和教育之间的联系:研究设计、理论基础、个性化、动机和参与度、游戏元素、游戏设计和学习成果。