ISSN: 2226-6348
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In the current era of globalization, the use of gamification is an important element in learning. Generation Z students are exposed to the use of digital technology-based learning that focuses on the gamification approach. This survey research was conducted to look at the gaps in learning methods to survey students' perception of the use of gamification in learning. The methodology section of the research used the PRISMA (Preferred Reporting Items for Systematic Review and Meta-Analyses) approach. The article search period is from 2016 to 2022. A total of 29 articles selected from five databases EBSCO Host, Scopus, ProQuest, Web of Science (WoS), and Google Scholar have been thoroughly analyzed and synthesized. The selected articles were reviewed using qualitative, quantitative approaches, and mixed methods. Findings from this research prove that the use of the gamification method has a positive impact on students in terms of effectiveness, motivation, and overall engagement. The suggestions for further research can discuss students’ attitudes and challenges towards the use of gamification. The results from the findings showed that students' attitudes towards the use of gamification were somewhat reduced. Challenges in implementing of gamification approach in learning are also poorly discussed. This survey contributes to the field of education by looking at students' perceptions of the use of gamification as well as providing guidelines to other researchers to identify other issues that require further study.
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In-Text Citation: (Devendren & Nasri, 2022)
To Cite this Article: Devendren, A., & Nasri, N. M. (2022). Systematic Review: Students’ Perceptions of the Use of Gamification. International Journal of Academic Research in Business and Social Sciences, 12(8), 144 – 164.
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