Over the past decade, the integration of nudging and game design approaches, incorporating gamification into game-based learning, has grown in education. This trend is reflected in the global market, projected to grow from $14.13 billion in 2023 to $42.46 billion by 2028. Despite extensive research on gamification in education, evidence regarding its impact on student achievement remains controversial. While some, like Kim and Werbach, argue gamification might be manipulative, meta-analyses by John Hattie and others show moderate effect sizes (~0.4), indicating potential utility. This study presents a systematic review of the latest research on gamification’s impact in educational contexts. Analysing research from early 2024, it aims to inform educators and policymakers on its effectiveness. The study addresses three research questions: the effect of gamification on academic achievements and behaviours, methods of impact measurement, and the educational areas most covered by gamification. Using PRISMA 2020 guidelines, 394 studies were identified via Web of Science, focusing on empirical research in English across all education levels. Results highlight the versatility of gamification across domains like STEM, healthcare, and language learning, with higher education institutions frequently integrating it. Findings suggest gamified interventions positively influence academic performance and engagement, though challenges in measurement and implementation persist. Gamification is thus moderately effective but requires careful consideration in educational practices.
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