ISSN: 2226-6348
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.
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