Gamification in Education: A Systematic Review of the Literature

Authors

  • Simone Aparecida Guimarães Costa Nascimento Instituto Federal do Triângulo Mineiro, Brazil
  • Cynthia Almeida de Souza Universidade de Brasília, Brazil
  • Elclesio Duarte de Oliveira Universidade Federal do Maranhão, Brazil
  • Gislene Silva Lima Miami University of Science and Technology, USA
  • Isidro José Bezerra Maciel Fortaleza do Nascimento Universidade de São Paulo, Brazil
  • Jorge Martins Fagundes Universidade Federal do Maranhão, Brazil
  • Marília Cristine Valente Viana Universidade Federal do Maranhão, Brazil
  • Rafael Soares Cardoso Fundação Cesgranrio, Brazil
  • Tobias Saraiva Cavalcante Júnior Faculade Interamericana de Ciências Sociais, Paraguay

DOI:

https://doi.org/10.54536/jtel.v3i3.5590

Keywords:

Educational Technology, Engagement, Gamification, Hybrid Learning, Pedagogical Innovation

Abstract

The growing demand for innovative, inclusive, and engaging educational methodologies justifies the interest in gamification as a pedagogical strategy in the contemporary scenario. The present study aimed to analyze recent evidence on the use of gamification in education, considering its impacts, applications, and limitations in different contexts. To this end, a systematic literature review (RSL) was adopted in the Web of Science database, with open access filters, period between 2021 and 2025 and clipping for review articles, resulting in 225 publications, of which 20 were selected for greater alignment with the theme. The results were grouped into five categories: basic education/STEM, higher education, health/technical training, languages/humanities and methodological innovation. It was evident that gamification promotes gains in engagement, retention, motivation, and development of skills, especially when articulated with hybrid practices, inclusive policies, and flexible curricula. On the other hand, barriers such as lack of teacher training, infrastructure, and standardization in evaluation methods limit its consolidation. It is concluded that gamification is a relevant tool to enhance meaningful learning, as long as it is contextualized, supported by institutional support and accompanied by consistent evaluation strategies.

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Published

2025-11-17

How to Cite

Nascimento, S. A. G. C., Souza, C. A. de, Oliveira, E. D. de, Lima, G. S., Nascimento, I. J. B. M. F. do, Fagundes, J. M., Viana, M. C. V., Cardoso, R. S., & Júnior, T. S. C. (2025). Gamification in Education: A Systematic Review of the Literature. Journal of Tertiary Education and Learning, 3(3), 128-133. https://doi.org/10.54536/jtel.v3i3.5590

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