ISSN: 2222-6990
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Gamification refers to the use of game-like components in classrooms to attain students’ attention and provide an engaging learning environment. Previous studies have shown that there are apparent reports on the ineffectiveness of taught literature lessons, calling for the need to have more engaging and student-centered methods such as gamification to improve student engagement and learning outcomes in schools. This review is based on the need to investigate gamification as a teaching approach to teach literature in education (LiE) in a more effective and engaging manner, in order to inform educators and policymakers on best practices for enhancing the teaching of LiE. This paper aims to study the impact of gamification on student engagement and learning outcomes, particularly in the context of Literature in Education It analyzes 36 past studies which investigated the integration of gamification in LiE, specifically focusing on its impact on learning outcomes and student engagement where four phases were administered: identification, screening, eligibility and inclusion. The papers were carefully reviewed to ensure they contributed to a comprehensive and deeper understanding of the impact of gamification on student engagement and learning outcomes in LiE. The review of past studies contributed to a greater understanding of the impact of gamification and was needed to assess the effectiveness of using gamification in LiE. In addition, previous studies and data pertaining to challenges of LiE, students’ and teachers’ perceptions towards gamification as a teaching approach in LiE were included. The findings suggests gamification to be a promising and creative tactic to boost student engagement, involvement and improve learning outcomes.
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