Systematic Literature Review on Gamification, Satisfaction and Fun in Education

Authors

DOI:

https://doi.org/10.5753/rbie.2023.2798

Keywords:

Gamification, Education, Fun, Satisfaction, Performance

Abstract

Gamification is a tool that can be used to increase engagement and motivate users, in addition to helping them learn. In this work, it was analyzed whether perceptions of Satisfaction/Fun in users of gamified systems are correlated with learning gains. The differential focus of the review carried out was aimed at analyzing the results of measurement of Satisfaction/Fun perceptions in primary studies, that said, previous works do not focus on the approach centered on Satisfaction/Fun perceptions, leading to generalizations of users' perceptions. For this purpose, a literature review of primary studies on the subject was carried out. Finally, 15 primary studies in the field of gamification in education were raised in which the perceptions of Satisfaction/Fun were measured and, from these studies, the relationships between the learning gain in education using gamification and how gamification provided the emergence of Satisfaction/Fun gains. Finally, it can be concluded that in most cases, positive results were found in relation to gamified systems that cause Satisfaction/Fun in terms of learning gains.

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Author Biography

Ig Ibert Bittencourt, Universidade Federal de Alagoas

Ig Ibert Bittencourt is an Associate Professor at the Federal University of Alagoas (Brazil) and Co-Director of the Center of Excellence for Social Technologies. Professor Ig is researching in the field of Computers in Education. He has around one thousand citations and he is investigating how to improve the e-learning experience in Intelligent Educational Systems. He is doing an interdisciplinary research using i) computational solutions, such as Ontologies, Data Mining, gamification and affective computing; and ii) psychological theories, such as Flow Theory, Stereotype Threat and ACT Model. His research has impact in the following ways: i) Technology transfer and co-creation of applications (JOINT:Java Ontology Integrated Toolkit; W3C Recommendation Data on the Web Best Practices); ii) Social and Economic Impact: he created two awarded companies (MeuTutor – used by more than 50 thousand students - and Linked Knowledge); iii) Popularization of Science and Public Policy: Prof. Ig co-authored the book “Dados Abertos Conectados”, the only book in Portuguese about LOD and it is the reference book for several universities. He is also working with the Ministry of Education, Brazilian Computer Society and Center of innovation to Brazilian Education to propose and support the implementation of educational technologies via public policies.

References

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Published

2023-10-14

How to Cite

SILVA NETO, J. S. da; SANTOS, B. D. R. dos; SOUSA, B. F. de; BITTENCOURT, I. I.; CHALLCO, G. C. Systematic Literature Review on Gamification, Satisfaction and Fun in Education. Brazilian Journal of Computers in Education, [S. l.], v. 31, p. 887–905, 2023. DOI: 10.5753/rbie.2023.2798. Disponível em: https://journals-sol.sbc.org.br/index.php/rbie/article/view/2798. Acesso em: 5 oct. 2024.

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