Source:Journal of Information Technology Education: Research
(2025)
Aim/Purpose The purpose of this review is to investigate current research on gamification for adult lifelong learning, including tertiary education, work-based learning, and in-formal learning.Background As teaching methods still rely on traditional methods, the necessity of a para-digm shift in teaching methods to foster motivation and leverage better learning outcomes remains a challenge. One of the proposed solutions is to make learn-ing more attractive via contextualized designs that follow the principles of gami-fication.Methodology To address the research questions, a systematic literature review was conducted, based on the Preferred Reporting Items for Systematic Reviews and Meta-Anal-yses (PRISMA) protocol. As part of the systematic literature review, articles published between 2014 and 2024 were sought. The search query consisted of the various Boolean operators and search terms. The search was conducted in ScienceDirect, SpringerLink, ERIC, and Scopus. Of the 232 articles identified, 141 were selected by applying inclusion and exclusion criteria. After reviewing the abstracts of the selected studies, 36 articles were included in the review.Contribution This study contributes by providing a thorough review of the current state of gamified learning in the field of adult education. It synthesizes previous research and offers insights into technologies, theories, elements, and learning outcomes of gamified educational interventions. Moreover, this review highlights the po-tential of gamification to enhance learning experiences through the integration of game elements into educational design, resulting in more efficient and pro-ductive training models.Findings The study revealed that gamified learning is applicable in a variety of subjects, predominantly in areas related to business administration, economics, and peda-gogical studies, as corroborated by prior research. It is diverse and depends on several factors, including the educational purpose, the learning profile, the es-tablished learning objectives, and the desired learning outcomes. Gamified learning yields significant learning outcomes for adult learners.Recommendations for PractitionersGamification offers significant potential for enhancing motivation, engagement, and learning in various key areas, including formal education in higher educa-tion, corporate training, healthcare, workplace settings, and sustainability. More-over, when a designer integrates game elements into non-gameful environ-ments, it is crucial to consider specific design parameters. The research indicates that when game elements are thoroughly designed to align with the learning characteristics of adult learners and are based on learning theories related to gamified learning, they enhance the motivation to engage in learning activities. This, in turn, leads to an increase in the learners’ self-efficacy.Recommendations for Researchers Further investigations into the application of gamified adult education through Learning Management Systems (LMS) are needed. This includes the effective-ness and sustainability of using advanced applications of adaptive and personal-ized gamification with embedded artificial intelligence in open learning environ-ments, which appears to be a new trend.Impact on Society The key outcomes are associated with the enhancement of learning perfor-mance and the acquisition of practical knowledge and skills that can be applied in real-world scenarios, such as work environments. In these environments, adults will be able to solve practical problems and enhance their work perfor-mance and productivity.Future Research As research continues to verify the effectiveness of gamification in terms of learning benefits, further investigation is needed to explore different educational levels and span the continuum of lifelong learning, as well as to examine new emerging technologies, especially generative AI tools. (CC BY-NC 4.0) This article is licensed to you under a Creative Commons Attribution-NonCommercial 4.0 International License.
Aim/Purpose The purpose of this review is to investigate current research on gamification for adult lifelong learning, including tertiary education, work-based learning, and in-formal learning.Background As teaching methods still rely on traditional methods, the
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Keywords:
GamificationSystematic reviewlifelong learninggamified digital applicationsonline adult learn-ing
The rapid development of technologies leads to changes in the requirements of modern employers for vocational training; therefore, there is a need to apply pedagogical technologies and approaches to teaching that would ensure the formation of competitive specialists. The research is devoted to the a
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The integration of Computer-Supported Collaborative Learning (CSCL) in E-Commerce education aims to address the challenges of fostering academic help-seeking behaviors, which are often hindered by traditional teaching methods. Help-seeking is essential for acade
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While entrepreneurial self-efficacy is heavily researched, marshalling self-efficacy, a crucial aspect for mobilizing resources, remains understudied. Similarly, while research has examined the relationship between personal resilience and entrepreneurial intention, there is a lack of understanding r
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The increasing adoption of student-centered learning environments by the institutions of higher education in business has led to new mechanisms and methodologies such as Simulation-Based Learning (SBL), Problem-Based Learnin
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This research paper examines the effects of a gamified educational application on student engagement and academic performance, focusing particularly on gender differences in response to gamification. Employing a blend of quantitative methods—including independent samples t-test, Analysis of Variance
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Project-based learning (PBL) is a student-centered and experiential approach that encourages active learning by involving students in the examination of real-world problems within a collaborative environment. This study aims to develop a PBL environment based on information and communication technol
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Keywords:
Experiential learningVocational studentsProject based learninglearning experiencetourism education
Purpose – This study intends to promote social sustainability by addressing the shifting skill expectations for recent graduates in response to changing employer demands within the industry 5.0 framework. It tries to identify the best combination of socially sustainable skills that will improve grad
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Abundant research has shown that educational transitions are decisively shaped by prior educational attainment and students’ family background. In contrast, the role of geography and spatial features during educational transitions remains less explored. Drawing on linked large-scale assessment data
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Keywords:
Secondary educationSwitzerlandA20C35Data linkageDistance to schoolsGeography of opportunityI24R41R53
This study contributes to the comprehensive understanding of technology integration quality within Swiss upper secondary schools by comparing different technology-enhanced learning activities across school programs and subject areas. We investigated differences between vocational and general program
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