Review Article

Structural analysis of high-impact literature on gamification and game-based learning in higher education

Hugo Alejandro Muñoz-Bonilla 1 * , Juana María Ortega-Tudela 2
More Detail
1 Corporación Universitaria Minuto de Dios – UNIMINUTO, Bogotá, COLOMBIA2 Universidad de Jaén, Jaén, SPAIN* Corresponding Author
Contemporary Educational Technology, 18(3), July 2026, ep670, https://doi.org/10.30935/cedtech/18870
Published: 29 June 2026
OPEN ACCESS   737 Views   322 Downloads
Download Full Text (PDF)

ABSTRACT

Gamification research in higher education remains fragmented across conflicting theoretical frameworks, limiting evidence synthesis. This study examined conceptual structures and methodological patterns in 25 frequently cited articles (2011-2025) using Scopus, Web of Science, and PRISMA 2020 guidelines. Four conceptual categories emerged: tactical training (mean citations = 144.86), structural motivational gamification (172.14), user profile analysis (87.80), and adaptive training with artificial intelligence (123.83). Quasi-experimental designs predominated (68%, all non-probabilistic). Critical gaps included: demographic analysis (28%, n = 7), emerging technologies (4%, n = 1), and absent longitudinal follow-up. Domains concentrated on computer science (40%) and education (28%). High-impact research is organized around distinct epistemologies rather than unified framework. The dominance of scalable structural approaches over pedagogically integrated designs suggests a practice-evidence gap. Systematic integration of demographic analysis, emerging technologies, and longitudinal designs are necessary to advance the field.

CITATION (APA)

Muñoz-Bonilla, H. A., & Ortega-Tudela, J. M. (2026). Structural analysis of high-impact literature on gamification and game-based learning in higher education. Contemporary Educational Technology, 18(3), ep670. https://doi.org/10.30935/cedtech/18870

REFERENCES

  1. Akhmetova, A. I., Seitenova, S. S., Khodjaev, B. K., Jamoldinova, O. R., Yerkebaeva, S. Z., & Kazybayeva, K. U. (2025). Evolution of game-based learning research: A cross-database bibliometric analysis and visualization study (2015-2024). Contemporary Educational Technology, 17(3), Article ep585. https://doi.org/10.30935/cedtech/16451
  2. Aria, M., & Cuccurullo, C. (2017). bibliometrix: An R-tool for comprehensive science mapping analysis. Journal of Informetrics, 11(4), 959-975. https://doi.org/10.1016/j.joi.2017.08.007
  3. Behl, A., Jayawardena, N., Pereira, V., Islam, N., Del Giudice, M., & Choudrie, J. (2022). Gamification and e-learning for young learners: A systematic literature review, bibliometric analysis, and future research agenda. Technological Forecasting and Social Change, 176, Article 121445. https://doi.org/10.1016/j.techfore.2021.121445
  4. Bodily, R., Leary, H., & West, R. E. (2019). Research trends in instructional design and technology journals. British Journal of Educational Technology, 50(1), 64-79. https://doi.org/10.1111/bjet.12712
  5. Bornmann, L. (2014). How are excellent (highly cited) papers defined in bibliometrics? A quantitative analysis of the literature. Research Evaluation, 23(2), 166-173. https://doi.org/10.1093/reseval/rvu002
  6. Brynjolfsson, E., & McAfee, A. (2014). The second machine age: Work, progress, and prosperity in a time of brilliant technologies. W. W. Norton & Company.
  7. Chapman, J. R., & Rich, P. J. (2018). Does educational gamification improve students’ motivation? If so, which game elements work best? Journal of Education for Business, 93(7), 315-322. https://doi.org/10.1080/08832323.2018.1490687
  8. Cheng, S.-C., Hwang, G.-J., & Lai, C.-L. (2022). Critical research advancements of flipped learning: A review of the top 100 highly cited papers. Interactive Learning Environments, 30(9), 1751-1767. https://doi.org/10.1080/10494820.2020.1765395
  9. Chugh, R., & Turnbull, D. (2023). Gamification in education: A citation network analysis using CitNetExplorer. Contemporary Educational Technology, 15(2), Article ep405. https://doi.org/10.30935/cedtech/12863
  10. Cózar-Gutiérrez, R., & Sáez-López, J. M. (2016). Game-based learning and gamification in initial teacher training in the social sciences: An experiment with MinecraftEdu. International Journal of Educational Technology in Higher Education, 13(1), Article 2. https://doi.org/10.1186/s41239-016-0003-4
  11. Dallaqua, M. F., Nunes, B., & Carvalho, M. M. (2024). Serious games research streams for social change: Critical review and framing. British Journal of Educational Technology, 55(2), 460-483. https://doi.org/10.1111/bjet.13404
  12. Davis, F. D. (1989). Perceived usefulness, perceived ease of use, and user acceptance of information technology. MIS Quarterly, 13(3), 319-340. https://doi.org/10.2307/249008
  13. Deci, E. L., & Ryan, R. M. (2000). The “what” and “why” of goal pursuits: Human needs and the self-determination of behavior. Psychological Inquiry, 11(4), 227-268. https://doi.org/10.1207/S15327965PLI1104_01
  14. Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining “gamification”. In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments. https://doi.org/10.1145/2181037.2181040
  15. Dijk, S. H. B. van, Brusse-Keizer, M. G. J., Bucsán, C. C., Palen, J. van der, Doggen, C. J. M., & Lenferink, A. (2023). Artificial intelligence in systematic reviews: Promising when appropriately used. BMJ Open, 13(7), Article e072254. https://doi.org/10.1136/bmjopen-2023-072254
  16. Eltahir, Mohd. E., Alsalhi, N. R., Al-Qatawneh, S., AlQudah, H. A., & Jaradat, M. (2021). The impact of game-based learning (GBL) on students’ motivation, engagement and academic performance on an Arabic language grammar course in higher education. Education and Information Technologies, 26(3), 3251-3278. https://doi.org/10.1007/s10639-020-10396-w
  17. Fabiano, N., Gupta, A., Bhambra, N., Luu, B., Wong, S., Maaz, M., Fiedorowicz, J. G., Smith, A. L., & Solmi, M. (2024). How to optimize the systematic review process using AI tools. JCPP Advances, 4(2), Article e12234. https://doi.org/10.1002/jcv2.12234
  18. Fernández-Velásquez, J. D. R., López-Regalado, O., & Fernández-Hurtado, G. A. (2025). Educational dualism in action: Systematic review of gamification and flipped classrooms’ effects on young learners. Contemporary Educational Technology, 17(1), Article ep557. https://doi.org/10.30935/cedtech/15749
  19. Ferriz-Valero, A., Østerlie, O., García Martínez, S., & García-Jaén, M. (2020). Gamification in physical education: Evaluation of impact on motivation and academic performance within higher education. International Journal of Environmental Research and Public Health, 17(12), Article 4465. https://doi.org/10.3390/ijerph17124465
  20. Fotaris, P., Mastoras, T., Leinfellner, R., & Rosunally, Y. (2016). Climbing up the leaderboard: An empirical study of applying gamification techniques to a computer programming class. The Electronic Journal of e-Learning, 14(2), 95-110.
  21. Ge, L., Agrawal, R., Singer, M., Kannapiran, P., De Castro Molina, J. A., Teow, K. L., Yap, C. W., & Abisheganaden, J. A. (2024). Leveraging artificial intelligence to enhance systematic reviews in health research: Advanced tools and challenges. Systematic Reviews, 13(1), Article 269. https://doi.org/10.1186/s13643-024-02682-2
  22. Hew, K. F., Huang, B., Chu, K. W. S., & Chiu, D. K. W. (2016). Engaging Asian students through game mechanics: Findings from two experiment studies. Computers & Education, 92-93, 221-236. https://doi.org/10.1016/j.compedu.2015.10.010
  23. Hou, H.-T., & Li, M.-C. (2014). Evaluating multiple aspects of a digital educational problem-solving-based adventure game. Computers in Human Behavior, 30, 29-38. https://doi.org/10.1016/j.chb.2013.07.052
  24. Huang, B., & Hew, K. F. (2018). Implementing a theory-driven gamification model in higher education flipped courses: Effects on out-of-class activity completion and quality of artifacts. Computers & Education, 125, 254-272. https://doi.org/10.1016/j.compedu.2018.06.018
  25. Huang, B., Hew, K. F., & Lo, C. K. (2019). Investigating the effects of gamification-enhanced flipped learning on undergraduate students’ behavioral and cognitive engagement. Interactive Learning Environments, 27(8), 1106-1126. https://doi.org/10.1080/10494820.2018.1495653
  26. Hwang, G.-J., Hung, C.-M., & Chen, N.-S. (2014). Improving learning achievements, motivations and problem-solving skills through a peer assessment-based game development approach. Educational Technology Research and Development, 62(2), 129-145. https://doi.org/10.1007/s11423-013-9320-7
  27. Jensen, M. M., Danielsen, M. B., Riis, J., Kristjansen, K. A., Andersen, S., Okubo, Y., & Jørgensen, M. G. (2025). ChatGPT-4o can serve as the second rater for data extraction in systematic reviews. PLoS ONE, 20(1), Article e0313401. https://doi.org/10.1371/journal.pone.0313401
  28. Khraisha, Q., Put, S., Kappenberg, J., Warraitch, A., & Hadfield, K. (2024). Can large language models replace humans in systematic reviews? Evaluating GPT-4’s efficacy in screening and extracting data from peer-reviewed and grey literature in multiple languages. Research Synthesis Methods, 15(4), 616-626. https://doi.org/10.1002/jrsm.1715
  29. Kyewski, E., & Krämer, N. C. (2018). To gamify or not to gamify? An experimental field study of the influence of badges on motivation, activity, and performance in an online learning course. Computers & Education, 118, 25-37. https://doi.org/10.1016/j.compedu.2017.11.006
  30. Lieberum, J.-L., Töws, M., Metzendorf, M.-I., Heilmeyer, F., Siemens, W., Haverkamp, C., Böhringer, D., Meerpohl, J. J., & Eisele-Metzger, A. (2024). Large language models for conducting systematic reviews: On the rise, but not yet ready for use – A scoping review. medRxiv. https://doi.org/10.1101/2024.12.19.24319326
  31. Lin, D. T. A., & Kaur, M. (2018). Kahoot! It: Gamification in higher education. Pertanika Journal of Social Science and Humanities, 26(1), 565-582.
  32. Marti-Parreno, J., Mendez-Ibanez, E., & Alonso-Arroyo, A. (2016). The use of gamification in education: A bibliometric and text mining analysis. Journal of Computer Assisted Learning, 32(6), 663-676. https://doi.org/10.1111/jcal.12161
  33. Murillo-Zamorano, L. R., López Sánchez, J. Á., Godoy-Caballero, A. L., & Bueno Muñoz, C. (2021). Gamification and active learning in higher education: Is it possible to match digital society, academia and students’ interests? International Journal of Educational Technology in Higher Education, 18(1), Article 15. https://doi.org/10.1186/s41239-021-00249-y
  34. Nousiainen, T., Kangas, M., Rikala, J., & Vesisenaho, M. (2018). Teacher competencies in game-based pedagogy. Teaching and Teacher Education, 74, 85-97. https://doi.org/10.1016/j.tate.2018.04.012
  35. Page, M. J., McKenzie, J. E., Bossuyt, P. M., Boutron, I., Hoffmann, T. C., Mulrow, C. D., Shamseer, L., Tetzlaff, J. M., Akl, E. A., Brennan, S. E., Chou, R., Glanville, J., Grimshaw, J. M., Hróbjartsson, A., Lalu, M. M., Li, T., Loder, E. W., Mayo-Wilson, E., McDonald, S., … Moher, D. (2021). The PRISMA 2020 statement: An updated guideline for reporting systematic reviews. BMJ, 372, Article n71. https://doi.org/10.1136/bmj.n71
  36. Pardal-Refoyo, J. L., Pardal-Peláez, B., Pardal-Refoyo, J. L., & Pardal-Peláez, B. (2020). Anotaciones para estructurar una revisión sistemática [Notes for structuring a systematic review]. Revista ORL, 11(2), 155-160. https://doi.org/10.14201/orl.22882
  37. Rodríguez, D. V., & Mezquita, J. M. M. (2016). Diseño de juegos serios para reforzar conocimientos: Una experiencia educativa en secundaria [Designing serious games to reinforce knowledge: An educational experience in secondary education]. Profesorado, Revista de Currículum y Formación del Profesorado, 20(2), 238-254. https://doi.org/10.30827/profesorado.v20i2.10417
  38. Sailer, M., & Sailer, M. (2021). Gamification of in-class activities in flipped classroom lectures. British Journal of Educational Technology, 52(1), 75-90. https://doi.org/10.1111/bjet.12948
  39. Sanchez, D. R., Langer, M., & Kaur, R. (2020). Gamification in the classroom: Examining the impact of gamified quizzes on student learning. Computers & Education, 144, Article 103666. https://doi.org/10.1016/j.compedu.2019.103666
  40. Schell, J. (2008). The art of game design: A book of lenses. A K Peters/CRC Press.
  41. Schmidt, L., Hair, K., Graziosi, S., Campbell, F., Kapp, C., Khanteymoori, A., Craig, D., Engelbert, M., & Thomas, J. (2025). Exploring the use of a large language model for data extraction in systematic reviews: A rapid feasibility study. arXiv. https://doi.org/10.48550/arXiv.2405.14445
  42. Schöbel, S., Saqr, M., & Janson, A. (2021). Two decades of game concepts in digital learning environments – A bibliometric study and research agenda. Computers & Education, 173, Article 104296. https://doi.org/10.1016/j.compedu.2021.104296
  43. Sergeeva, O. V., Zvereva, E. V., Kosheleva, Y. P., Zheltukhina, M. R., Prokopyev, A. I., & Dobrokhotov, D. A. (2024). A comprehensive bibliometric review of gamified learning in higher education. Contemporary Educational Technology, 16(3), Article ep514. https://doi.org/10.30935/cedtech/14708
  44. Subhash, S., & Cudney, E. A. (2018). Gamified learning in higher education: A systematic review of the literature. Computers in Human Behavior, 87, 192-206. https://doi.org/10.1016/j.chb.2018.05.028
  45. Sussman, S., & Arnett, J. J. (2014). Emerging adulthood: Developmental period facilitative of the addictions. Evaluation & the Health Professions, 37(2), 147-155. https://doi.org/10.1177/0163278714521812
  46. Toledo, P. A., González, C. S. G., Cruz, V. M., Rodríguez, M. H., Aciar, S. V., & Fardoum, H. (2017). Sistema de recomendación para juegos serios [Recommendation system for serious games]. In Proceedings of the 5th International Congress on Video Games and Education.
  47. Topalli, D., & Cagiltay, N. E. (2018). Improving programming skills in engineering education through problem-based game projects with Scratch. Computers & Education, 120, 64-74. https://doi.org/10.1016/j.compedu.2018.01.011
  48. Troussas, C., Krouska, A., & Sgouropoulou, C. (2020). Collaboration and fuzzy-modeled personalization for mobile game-based learning in higher education. Computers & Education, 144, Article 103698. https://doi.org/10.1016/j.compedu.2019.103698
  49. Tsai, M.-J., Huang, L.-J., Hou, H.-T., Hsu, C.-Y., & Chiou, G.-L. (2016). Visual behavior, flow and achievement in game-based learning. Computers & Education, 98, 115-129. https://doi.org/10.1016/j.compedu.2016.03.011
  50. Tsay, C. H.-H., Kofinas, A., & Luo, J. (2018). Enhancing student learning experience with technology-mediated gamification: An empirical study. Computers & Education, 121, 1-17. https://doi.org/10.1016/j.compedu.2018.01.009
  51. Universidad VIU. (2024). Tipos de tecnologías existentes [Types of existing technologies]. VIU España. https://www.universidadviu.com/es/actualidad/nuestros-expertos/los-tipos-de-tecnologia-mas-representativos-que-debes-conocer
  52. Uthman, O. A., Okwundu, C. I., Wiysonge, C. S., Young, T., & Clarke, A. (2013). Citation classics in systematic reviews and meta-analyses: Who wrote the top 100 most cited articles? PLoS ONE, 8(10), Article e78517. https://doi.org/10.1371/journal.pone.0078517
  53. Vanduhe, V. Z., Nat, M., & Hasan, H. F. (2020). Continuance intentions to use gamification for training in higher education: Integrating the technology acceptance model (TAM), social motivation, and task technology fit (TTF). IEEE Access, 8, 21473-21484. https://doi.org/10.1109/ACCESS.2020.2966179
  54. Vergara Rodríguez, D., & Mezquita, J. M. M. (2016). Diseño de juegos serios para reforzar conocimientos: Una experiencia educativa en secundaria [Designing serious games to reinforce knowledge: An educational experience in secondary school]. Profesorado, Revista de Currículum y Formación del Profesorado, 20(2), 238-254.
  55. Villagrasa, S., Fonseca, D., Redondo, E., & Duran, J. (2014). Teaching case of gamification and visual technologies for education. Journal of Cases on Information Technology, 16(4), 38-57. https://doi.org/10.4018/jcit.2014100104
  56. Wang, Y., Wang, Z., Liu, G., Wang, Z., Wang, Q., Yan, Y., Wang, J., Zhu, Y., Gao, W., Kan, X., Zhang, Z., Jia, L., & Pang, X. (2022). Application of serious games in health care: Scoping review and bibliometric analysis. Frontiers in Public Health, 10. https://doi.org/10.3389/fpubh.2022.896974
  57. Wiggins, B. E. (2016). An overview and study on the use of games, simulations, and gamification in higher education. International Journal of Game-Based Learning, 6(1), 18-29. https://doi.org/10.4018/IJGBL.2016010102
  58. Yildirim, I. (2017). The effects of gamification-based teaching practices on student achievement and students’ attitudes toward lessons. The Internet and Higher Education, 33, 86-92. https://doi.org/10.1016/j.iheduc.2017.02.002
  59. Zainuddin, Z. (2018). Students’ learning performance and perceived motivation in gamified flipped-class instruction. Computers & Education, 126, 75-88. https://doi.org/10.1016/j.compedu.2018.07.003