Gamification in Education: Why, Where, When, and How?—A Systematic Review

Zeybek N., SAYGI E.

Games and Culture, vol.19, no.2, pp.237-264, 2024 (AHCI) identifier

  • Publication Type: Article / Review
  • Volume: 19 Issue: 2
  • Publication Date: 2024
  • Doi Number: 10.1177/15554120231158625
  • Journal Name: Games and Culture
  • Journal Indexes: Arts and Humanities Citation Index (AHCI), Social Sciences Citation Index (SSCI), Scopus, MLA - Modern Language Association Database, Psycinfo, Sociological abstracts
  • Page Numbers: pp.237-264
  • Keywords: education, game elements, gamification, gamified course, systematic literature review
  • Hacettepe University Affiliated: Yes


Defined as the utilization of game elements in nongame environments, gamification has been frequently used in education in recent years. The aim of the present study is to summarize the studies previously conducted on the use of gamification in education through a systematic literature review. When the studies conducted in 2000–2021 were examined, four main dimensions came to the fore: (i) the aim of gamification studies, (ii) the learning fields where gamification studies were carried out, (iii) the level of education at which gamification studies were carried out, and (iv) how gamification was integrated into the learning environment. The results showed that gamification is used for various educational purposes, at many learning levels in various environments, and in a wide variety of learning fields. In most of the studies, the positive effects of gamification and its potential to solve problems in education were reported.