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Even so, further evidence is required to clarify how gamification improves students’ learning in science contexts. This systematic literature review summarizes gamification use in science education and focuses on studies indexed in multiple international databases, covering 31 included studies. Findings indicate predominantly positive outcomes and emphasize skills enhancement, while highlighting underexplored areas needing future research.",{"@graph":69,"@context":122},[70,84,105],{"@type":71,"itemListElement":72},"BreadcrumbList",[73,77,79,82],{"item":74,"name":75,"@type":76,"position":8},"https://docshare.wps.com","Home","ListItem",{"item":78,"name":9,"@type":76,"position":14},"https://docshare.wps.com/document/",{"item":80,"name":40,"@type":76,"position":81},"https://docshare.wps.com/document/research-report/",3,{"item":83,"name":65,"@type":76,"position":19},"https://docshare.wps.com/document/trends-and-gaps-in-empirical-research-on-gamification-in-science-education-a-systematic-review-of-the-literature/600297/",{"url":83,"name":65,"@type":85,"image":86,"author":91,"headline":65,"publisher":94,"fileFormat":97,"inLanguage":63,"description":67,"dateModified":98,"datePublished":99,"encodingFormat":97,"isAccessibleForFree":100,"interactionStatistic":101},"DigitalDocument",{"url":87,"@type":88,"width":89,"height":90},"https://docshare.wps.com/thumbnails/trends-and-gaps-in-empirical-research-on-gamification-in-science-education-a-systematic-review-of-the-literature/600297.png","ImageObject",300,407,{"name":92,"@type":93},"RuangKosong","Person",{"url":74,"name":95,"@type":96},"DocShare","Organization","application/pdf","2026-10-30","2026-10-15",true,{"@type":102,"interactionType":103,"userInteractionCount":24},"InteractionCounter",{"@type":104},"ViewAction",{"@type":106,"mainEntity":107},"FAQPage",[108,114,118],{"name":109,"@type":110,"acceptedAnswer":111},"What does the systematic review examine about gamification in science education?","Question",{"text":112,"@type":113},"It reviews the literature to overview how gamification is used in science education and identifies trends and gaps based on studies indexed in international databases.","Answer",{"name":115,"@type":110,"acceptedAnswer":116},"How many studies were included in the review?",{"text":117,"@type":113},"The review included 31 studies.",{"name":119,"@type":110,"acceptedAnswer":120},"What overall impact did gamification show on science education students?",{"text":121,"@type":113},"Most included studies reported positive outcomes, indicating that gamification can be effective for science education students and often supports learning skills development.","https://schema.org",{"og:url":83,"og:type":124,"og:title":65,"og:site_name":95,"og:description":67},"article",{"robots":126,"canonical":83},"index,follow",{"doc_id":128,"site_id":62},600297,1792190376,{"code":4,"msg":5,"data":131},{"doc_id":128,"user_id":132,"nickname":92,"user_avatar":133,"doc_module":4,"category_id":39,"category_name":40,"doc_title":65,"doc_description":67,"doc_content":134,"file_id":135,"file_url":136,"file_type":137,"file_size":138,"view_count":24,"is_deleted":4,"is_public":8,"is_downloadable":8,"audit_status":8,"page_count":139,"language":140,"language_code":63,"site_id":62,"html_lang":63,"table_of_contents":141,"faqs":142,"seo_title":143,"seo_description":67,"update_tm":144,"read_time":145},962090883219,"https://ap-avatar.wpscdn.com/davatar_276721f389ce27ea32af1340a28f341c","OPEN ACCESS  \nReview Article  \nContemporary Educational Technology, 2023, 15(3), ep431 ISSN: 1309-517X (Online)  \nTrends and gaps in empirical research ongamification in science education: A systematic review of the literature  \nMuteeb Alahmari 1  \n 0000-0003-4461-8446  \nMalek TurkiJdaitawi 2*  \n 0000-0001-7536-1933  \nAbeer Rasheed 2  \n 0000-0003-4839-0653  \nRania Abduljawad 2  \n 0009-0005-5549-1139  \nElham Hussein 3  \n 0000-0002-3421-2453  \nMohammad Alzahrani 2  \n 0009-0002-9724-3254  \nNoha Awad 2  \n 0009-0007-7271-8061  \n1 Computer Science Department, Imam Abdulrahman bin Faisal University, Dammam, SAUDI ARABIA  \n2 Department of Self-Development, Imam Abdulrahman bin Faisal University, Damman, SAUDI ARABIA  \n3 Department of English Language, Al Ain University, Al Ain, UAE  \n* [Corresponding author:](Corresponding author: mtmustafa@iau.edu.sa)[ mtmustafa@iau.edu.sa](Corresponding author: mtmustafa@iau.edu.sa)  \nCitation: Alahmari, M., Jdaitawi, M. T., Rasheed, A., Abduljawad, R., Hussein, E., Alzahrani, M., & Awad, N. (2023) . Trends and gaps in empirical research on gamification in science education: A systematic review of the literature. Contemporary  \nEducational Technology, 15(3), ep431. [https://doi.org/10.30935/cedtech/13177](https://doi.org/10.30935/cedtech/13177)  \nARTICLE INFO ABSTRACT  \n\n| Received: 10 Feb 2023\u003Cbr>Accepted: 2 Apr 2023 | Digital technology development has led to the creation of various learning options in the science education field. Technology such as gamification has been used in several science areas, uncovering diverse benefits regarding its usage. However, more research is needed to understand how gamification enhances students learning in science fields. Therefore, this study review presented an overview of gamification usage in the science education field literature and focused on research indexed in several international databases. 31 studies were included for review. The results showed that most of the studies presented positive outcomes as gamification proved to be effective with science education students. The study also indicated that most gamification studies were mostly used to enhance students’ learning skills in science education. The results of this study provide valuable data regarding technology techniques to enhance students’ skills in science education. Further research is needed to cover areas that are not widely investigated in gamification literature.\u003Cbr>Keywords: technology, gamification, science, education, learning |\n| --- | --- |\n| INTRODUCTION |  |\n\nIn the field of learning and teaching, students are being exposed to several teaching options and alternatives thanks to the rise and development of digital technology (Jdaitawi, 2019; Muhaidat et al., 2022; Rasheed et al., 2021; Soliman et al., 2022) . In addition, such digital technology developments have led to  \ninnovative changes and transformations in teaching and learning (Chans & Castro, 2021; Jdaitawi, 2020a, 2020b; Jdaitawi et al., 2022a, 2022b) . More specifically, in science education, which is considered as one of the top disciplines in the world, learning through technology has become easier (Cagande & Jugar, 2018; Tsai et al., 2018), which is why educational institutions need to shift from a traditional educational environment to new educational methods, like gamification-based educational environments (Chan et al., 2017; Chans & Castro, 2021) .  \nLiterature concerning education has been increasingly focusing on gamification, particularly in the context of its implementation in teaching and learning to assist teachers and students achieve their objectives and goals (Acosta-Medina et al., 2020) . In the most basic sense, studies in the literature described gamification asthe game elements in non-gaming objectives (Dicheva et al., 2015; Nadlifatin et al., 2020). According to Folmar (2015), gamification is not creating a game that imparts a lesson but rather it is the application of the game ina way that the lesson","cbCaivcXU9uXnqz7","https://ap.wps.com/l/cbCaivcXU9uXnqz7","pdf",318796,14,"English","# Abstract\n# Introduction\n## Background and rationale\n## Definitions and prior findings\n## Relevance to science education","[{\"question\":\"What does the systematic review examine about gamification in science education?\",\"answer\":\"It reviews the literature to overview how gamification is used in science education and identifies trends and gaps based on studies indexed in international databases.\"},{\"question\":\"How many studies were included in the review?\",\"answer\":\"The review included 31 studies.\"},{\"question\":\"What overall impact did gamification show on science education students?\",\"answer\":\"Most included studies reported positive outcomes, indicating that gamification can be effective for science education students and often supports learning skills development.\"}]","Trends and gaps in empirical research on gamification in science education - A systematic review of the literature | PDF",1792090409,35]