Journal Screenshot

International Journal of Academic Research in Progressive Education and Development

Open Access Journal

ISSN: 2226-6348

Gamify the Education: A Thematic Review for Interactive Approach in Learning

Irene Yong Siew Fei, Ruhizan Mohammad Yasin, Khairul Farhah Binti Khairuddin

http://dx.doi.org/10.6007/IJARPED/v12-i4/19714

Open access

The curriculum undergoes periodic changes to align the education system with the latest global demands and cultivate a workforce that can contribute to Malaysia's economy. To include special needs individuals in future workplaces in developing countries like Malaysia, there is a need to give equal chances and exposure to the latest trends in education. Despite the Fourth Industrial Revolution, there is a lack of research that discusses the integration of gamified technology in special education needs (SEN). Therefore, the aim of this paper is to use a systematic literature review to find the latest trend for gamified learning that focuses on learning disabilities (LD) and arrange the findings based on themes. Thematic review using Altas-ti 23.0 synthesizes literature from the year 2014 to the year 2023. By using a keyword search from SCOPUS and WoS databases, 223 articles were identified. All the articles have gone through the inclusion and exclusion processes. Only 35 articles were considered in the final view and four themes were identified, such as game-based learning and gamification elements, digital gamified learning in SEN, impacts on LD students and special need teacher’s constraints in gamified learning. The findings of this study will be a guideline for future scholars and SEN educators in developing a framework, model or intervention that focuses on adapting gamified learning.

Aguilar, L. (2019a). Learning prosody in a video game-based learning approach. Multimodal Technologies and Interaction, 3(3), 1–20. https://doi.org/10.3390/mti3030051
Alawajee, O., & Delafield-Butt, J. (2021). Minecraft in education benefits learning and social engagement. International Journal of Game-Based Learning, 11(4), 19–56. https://doi.org/10.4018/IJGBL.2021100102
Alves, F. J., De Carvalho, E. A., Aguilar, J., De Brito, L. L., & Bastos, G. S. (2020). Applied behavior analysis for the treatment of Autism: A systematic review of assistive technologies. IEEE Access, 8, 118664–118672. https://doi.org/10.1109/ACCESS.2020.3005296
Arenas, M. R., & Dela Cruz, J. S. (2019). Analyzing the students behavior with Down Syndrome in a gamified learning environment. International Journal of Recent Technology and Engineering, 8(2), 1839–1845. https://doi.org/10.35940/ijrte.B1030.078219
Arztmann, M., Hornstra, L., Jeuring, J., & Kester, L. (2022). Effects of games in STEM education: A meta-analysis on the moderating role of student background characteristics. Studies in Science Education, 1–37. https://doi.org/10.1080/03057267.2022.2057732
Avdiu, E., Bekteshi, E., & Xhaferi, B. (2022). Game-based learning in inclusive classrooms: A case study in Upper Austria. International Journal of Early Childhood Special Education, 14(1), 762–770. https://doi.org/10.9756/INT-JECSE/V14I1.221089
Baglama, B., Evcimen, E., Altinay, F., Sharma, R. C., Tlili, A., Altinay, Z., Dagli, G., Jemni, M., Shadiev, R., Yucesoy, Y., & Celebi, M. (2022). Analysis of digital leadership in School management and accessibility of animation-designed game-based learning for sustainability of education for children with special needs. Sustainability (Switzerland), 14(13). https://doi.org/10.3390/su14137730
Barbieri, G. G., Barbieri, R., & Capone, R. (2021). Serious games in high school mathematics lessons: An embedded case study in Europe. Eurasia Journal of Mathematics, Science and Technology Education, 17(5), 1–17. https://doi.org/10.29333/ejmste/10857
Barwasser, A., Urton, K., & Grünke, M. (2021). Effects of a peer-tutorial reading racetrack on word fluency of secondary students with learning disabilities and emotional behavioral disorders. Frontiers in Psychology, 12. https://doi.org/10.3389/fpsyg.2021.671385
Benítez-Lugo, M.-L., Pinero-Pinto, E., Leon-Larios, F., Medrano-Sánchez, E. M., de-la-Casa-Almeida, M., & Suarez-Serrano, C. (2021). Inclusive design in the field of education from the paradigm of early intervention. Children, 8(6), 474.
https://doi.org/10.3390/children8060474
Bicen, H., Demir, B., & Serttas, Z. (2022). The attitudes of teacher candidates towards the gamification process in education. BRAIN. Broad Research in Artificial Intelligence and Neuroscience, 13(2), 39–50. https://doi.org/10.18662/brain/13.2/330
Chan, G. L., Santally, M. I., & Whitehead, J. (2022). Gamification as technology enabler in SEN and DHH education. Education and Information Technologies, 1–34. https://doi.org/10.1007/s10639-022-10984-y
Cubukcu, C., Canbazoglu, M. K., & Ozerdem, Y. (2020). Mobile game development for children with Down Syndrome. International Journal of Interactive Mobile Technologies, 14(20), 174–183. https://doi.org/10.3991/IJIM.V14I20.16573
Kaimara, P., Deliyannis, I., Oikonomou, A., & Fokides, E. (2021). Waking up in the morning (WUIM): A smart learning environment for students with learning difficulties. Technologies, 9(3), 50. https://doi.org/10.3390/technologies9030050
Lamsa, J., Hamalainen, R., Aro, M., Koskimaa, R., & Ayrsmo, S.-M. (2018). Games for enhancing basic reading and maths skills: A systematic review of educational game design in supporting learning by people with learning disabilities. British Journal of Educational Technology, 49(4), 596–607. https://doi.org/10.1111/bjet.12639
Martin, F., Dennen, V. P., & Bonk, C. J. (2020). A synthesis of systematic review research on emerging learning environments and technologies. Educational Technology Research and Development, 68(4), 1613–1633. https://doi.org/10.1007/s11423-020-09812-2
Ministry of Education Malaysia. (2022). Special Education Databook Year 2022. https://www.moe.gov.my/muat-turun/pendidikankhas/buku-data-pendidikan-khas/5570-buku-data-pendidikan-khas-tahun-2022/file
Moreno-Guerrero, A. J., Marin-Marin, J. A., Parra-Gonzalez, M. E., & Lopez-Belmonte, J. (2022). Computer in education in the 21st century: A scientific mapping of the literature in Web of Science. Campus Virtuales, 11(1), 201–223.
https://doi.org/10.54988/cv.2022.1.1019
Mu, D., & Guo, W. (2022). Impact of students’ online learning burnout on learning performance – The intermediary role of game evaluation. International Journal of Emerging Technologies in Learning (IJET), 17(02), 239–253.
https://doi.org/10.3991/ijet.v17i02.28555
Mukh, Y. A., Tarteer, S., AL-Qasim, M., Saqer, K., & Daher, W. (2023). Using gamification to motivate students with simple-moderate intellectual disabilities. European Journal of Educational Research, 12(2), 639–647. https://doi.org/10.12973/eu-jer.12.2.639
Ojanen, E., Ronimus, M., Ahonen, T., Chansa-Kabali, T., February, P., Jere-Folotiya, J., Kauppinen, K.-P., Ketonen, R., Ngorosho, D., Pitkanen Mikko and Puhakka, S., Sampa, F., Walubita, G., Yalukanda, C., Pugh, K., Richardson, U., Serpell, R., & Lyytinen, H. (2015). GraphoGame - A catalyst for multi-level promotion of literacy in diverse contexts. FRONTIERS IN PSYCHOLOGY, 6. https://doi.org/10.3389/fpsyg.2015.00671
Prosalova, V., Hryhoshkina, Y., Ivanyshyn, M., Stepanenko, O., & Zamsha, A. (2022). Gamification, coaching, scribbling, storytelling in Ukrainian literature classes: Innovative potential and effectiveness of application. Revista Amazonia Investiga, 11(55), 327–333. https://doi.org/10.34069/AI/2022.55.07.34
Salgarayeva, G. I., Iliyasova, G. G., Makhanova, A. S., & Abdrayimov, R. T. (2021). The effects of using digital game based learning in primary classes with inclusive education. European Journal of Contemporary Education, 10(2), 450–461.
https://doi.org/10.13187/ejced.2021.2.450
Sapukh, T. V. (2018). Didactic features of educational technology “edutainment” in English language classroom at the university. Perspektivy Nauki i Obrazovania, 36(6), 182–186. https://doi.org/10.32744/pse.2018.6.20
Sezgin, S. (2020). From Robo-Sapiens to Robo-Ludens: Re-thinking future learning with smart personal digital playmates. Turkish Online Journal of Distance Education, 21(3), 4–17. https://doi.org/10.17718/TOJDE.761910
Sitra, O., Katsigiannakis, V., Karagiannidis, C., & Mavropoulou, S. (2017). The effect of badges on the engagement of students with special educational needs: A case study. Education and Information Technologies, 22(6), 3037–3046. https://doi.org/10.1007/s10639-016-9550-5
Soboleva, E. V, Suvorova, T. N., Bocharov, M. I., & Bocharova, T. I. (2022). Using game mechanics in professional training of future teachers working with gifted children. European Journal of Contemporary Education, 11(4), 1222–1235.
https://doi.org/10.13187/ejced.2022.4.1222
Subekti, P., Notosudjono, D., & Retnowati, R. (2023). Improving teacher creativity through strengthening self-efficacy, knowledge sharing, and transformational leadership. Journal of Industrial Engineering & Management Research, 4(2), 22–34. https://doi.org/https://doi.org/10.7777/jiemar.v2i5
Svanberg, M., & Bergh, D. (2023). Effects of gamification in a teacher education program, 2010 to 2020. SAGE Open, 13(1), 215824402311609.
https://doi.org/10.1177/21582440231160995
Svela, A., Nouri, J., Viberg, O., & Zhang, L. (2019). A systematic review of tablet technology in mathematics education. International Journal of Interactive Mobile Technologies, 13(8), 139–158. https://doi.org/10.3991/ijim.v13i08.10795
Tlili, A., Denden, M., Duan, A., Padilla-Zea, N., Huang, R., Sun, T., & Burgos, D. (2022). Game-based learning for learners with disabilities-What is next? A systematic literature review from the activity theory perspective. Frontiers in Psychology, 12, 1–16. https://doi.org/10.3389/fpsyg.2021.814691
Tsihouridis, Ch., & Batsila, M. (2016). The siLang simulation tool for business secondary technical education E.S.P. Students. International Journal of Emerging Technologies in Learning, 11(4), 61–69. https://doi.org/10.3991/ijet.v11i04.5371
Vasalou, A., Khaled, R., Holmes, W., & Gooch, D. (2017). Digital games-based learning for children with dyslexia: A social constructivist perspective on engagement and learning during group game-play. Computers and Education, 114, 175–192. https://doi.org/10.1016/j.compedu.2017.06.009
Zhao, D., Playfoot, J., De Nicola, C., Guarino, G., Bratu, M., Di Salvadore, F., & Muntean, G.-M. (2022). An innovative multi-layer gamification framework for improved STEM learning experience. IEEE Access, 10, 3879–3889.
https://doi.org/10.1109/ACCESS.2021.3139729

N/A