Gamification in Educational Technology: A Scoping Review of Trends and Effectiveness

Educational technology has increasingly embraced gamification the use of game design elements (points, badges, challenges, etc.) in non-game learning environments as a strategy to boost student motivation and engagement. This scoping review synthesizes the recent (2023–2025) literature on gamificati...

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Main Author: Michele Francesco Fodale
Format: Article
Language:English
Published: Saint Joseph College 2025-09-01
Series:Universal Journal of Educational Research
Subjects:
Online Access:https://www.ujer.org/vol-4-no-3/gamification-in-educational-technology-a-scoping-review-of-trends-and-effe
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author Michele Francesco Fodale
author_facet Michele Francesco Fodale
author_sort Michele Francesco Fodale
collection DOAJ
description Educational technology has increasingly embraced gamification the use of game design elements (points, badges, challenges, etc.) in non-game learning environments as a strategy to boost student motivation and engagement. This scoping review synthesizes the recent (2023–2025) literature on gamification in education, focusing on reported outcomes and effectiveness. A systematic search of multiple databases (e.g. Scopus, Web of Science, ERIC) was conducted following PRISMA-ScR guidelines. We included open-access empirical and review studies (quantitative, qualitative, or mixed-methods) published in English that evaluated gamified educational interventions. Data was analyzed thematically. In total, 8 studies met the criteria (published 2023–2025). Overall, findings indicate that gamified interventions tend to improve learners’ engagement, motivation, and achievement. Commonly used game elements include points, badges, and leaderboards, often in online learning contexts. Notably, a recent meta-analysis reported a large positive effect (Hedges’ g ≈ 0.82) of gamification on learning outcomes. However, results were not uniformly positive: some studies reported mixed or context-specific outcomes, and effective implementation appeared to depend on thoughtful instructional design. Emerging trends include the integration of gamification with immersive technologies (VR/AR), mobile learning, and adaptive personalization. This review highlights that when well-designed, gamification can meaningfully enhance educational experiences. We conclude with implications for educators and developers, and suggest future research directions (e.g. long-term effectiveness, equity, and adaptive gameful systems).
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spelling doaj-art-64a4e640fc984a76a66b94efbe9d6dbe2025-08-23T09:30:03ZengSaint Joseph CollegeUniversal Journal of Educational Research2960-37142960-37222025-09-014325025710.64637/629052Gamification in Educational Technology: A Scoping Review of Trends and EffectivenessMichele Francesco Fodale0https://orcid.org/0009-0000-2818-6378Center for Health Education and Research of Switzerland (CHERS), Lugano, SwitzerlandEducational technology has increasingly embraced gamification the use of game design elements (points, badges, challenges, etc.) in non-game learning environments as a strategy to boost student motivation and engagement. This scoping review synthesizes the recent (2023–2025) literature on gamification in education, focusing on reported outcomes and effectiveness. A systematic search of multiple databases (e.g. Scopus, Web of Science, ERIC) was conducted following PRISMA-ScR guidelines. We included open-access empirical and review studies (quantitative, qualitative, or mixed-methods) published in English that evaluated gamified educational interventions. Data was analyzed thematically. In total, 8 studies met the criteria (published 2023–2025). Overall, findings indicate that gamified interventions tend to improve learners’ engagement, motivation, and achievement. Commonly used game elements include points, badges, and leaderboards, often in online learning contexts. Notably, a recent meta-analysis reported a large positive effect (Hedges’ g ≈ 0.82) of gamification on learning outcomes. However, results were not uniformly positive: some studies reported mixed or context-specific outcomes, and effective implementation appeared to depend on thoughtful instructional design. Emerging trends include the integration of gamification with immersive technologies (VR/AR), mobile learning, and adaptive personalization. This review highlights that when well-designed, gamification can meaningfully enhance educational experiences. We conclude with implications for educators and developers, and suggest future research directions (e.g. long-term effectiveness, equity, and adaptive gameful systems).https://www.ujer.org/vol-4-no-3/gamification-in-educational-technology-a-scoping-review-of-trends-and-effegamificationeducational technologyreviewstate of art
spellingShingle Michele Francesco Fodale
Gamification in Educational Technology: A Scoping Review of Trends and Effectiveness
Universal Journal of Educational Research
gamification
educational technology
review
state of art
title Gamification in Educational Technology: A Scoping Review of Trends and Effectiveness
title_full Gamification in Educational Technology: A Scoping Review of Trends and Effectiveness
title_fullStr Gamification in Educational Technology: A Scoping Review of Trends and Effectiveness
title_full_unstemmed Gamification in Educational Technology: A Scoping Review of Trends and Effectiveness
title_short Gamification in Educational Technology: A Scoping Review of Trends and Effectiveness
title_sort gamification in educational technology a scoping review of trends and effectiveness
topic gamification
educational technology
review
state of art
url https://www.ujer.org/vol-4-no-3/gamification-in-educational-technology-a-scoping-review-of-trends-and-effe
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