{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,5,6]],"date-time":"2026-05-06T01:00:22Z","timestamp":1778029222020,"version":"3.51.4"},"reference-count":0,"publisher":"Informing Science Institute","license":[{"start":{"date-parts":[[2019,1,1]],"date-time":"2019-01-01T00:00:00Z","timestamp":1546300800000},"content-version":"unspecified","delay-in-days":0,"URL":"https:\/\/creativecommons.org\/licenses\/by-nc\/4.0\/"}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":["JITE:Research"],"abstract":"<jats:p>Aim\/Purpose: This study reviewed previous research on the role of gamification techniques in promoting students\u2019 learning.\n\nBackground: The role of gamification in promoting students\u2019 learning has been investigated empirically by many scholars. To date, mixed results about the effectiveness of gamification have been reported, and researchers frequently argue that the inappropriateness of certain techniques may have contributed to these mixed findings.\n\nMethodology: The Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) protocol was used to assess the criteria required for this review. A total of 40 studies were identified and included in the systematic review. The selected studies were used to assess the association between certain gamification techniques and students\u2019 learning in this study.\n\nFindings: The results showed that gamification techniques differently affect students\u2019 learning. In addition, it is important for students to be instructed about the application of gamification approach before they engage in a gamified learning task. The key challenges relating to the use of gamification techniques were also discussed.\n\nRecommendations for Practitioners: This review can help educational decision makers and practitioners to stimulate certain learning outcomes of the students with the help of specific gamification techniques. \n\n<\/jats:p>","DOI":"10.28945\/4417","type":"journal-article","created":{"date-parts":[[2019,8,14]],"date-time":"2019-08-14T16:41:46Z","timestamp":1565800906000},"page":"395-417","source":"Crossref","is-referenced-by-count":67,"title":["The Role of Gamification Techniques in Promoting Student Learning: A Review and Synthesis"],"prefix":"10.28945","volume":"18","author":[{"given":"Islam","family":"Alomari","sequence":"first","affiliation":[{"name":"Universiti Sains Malaysia"}]},{"given":"Hosam","family":"Al-Samarraie","sequence":"additional","affiliation":[{"name":"Coventry University"}]},{"given":"Reem","family":"Yousef","sequence":"additional","affiliation":[{"name":"Al Falah University"}]}],"member":"11490","published-online":{"date-parts":[[2019]]},"container-title":["Journal of Information Technology Education: Research"],"original-title":[],"language":"en","link":[{"URL":"http:\/\/www.jite.org\/documents\/Vol18\/JITEv18ResearchP395-417Alomari5520.pdf","content-type":"application\/pdf","content-version":"vor","intended-application":"text-mining"},{"URL":"http:\/\/www.jite.org\/documents\/Vol18\/JITEv18ResearchP395-417Alomari5520.pdf","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"},{"URL":"http:\/\/www.jite.org\/documents\/Vol18\/JITEv18ResearchP395-417Alomari5520.pdf","content-type":"application\/pdf","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2020,8,11]],"date-time":"2020-08-11T19:20:54Z","timestamp":1597173654000},"score":1,"resource":{"primary":{"URL":"https:\/\/www.informingscience.org\/Publications\/4417"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2019]]},"references-count":0,"alternative-id":["4417"],"URL":"https:\/\/doi.org\/10.28945\/4417","relation":{},"ISSN":["1547-9714","1539-3585"],"issn-type":[{"value":"1547-9714","type":"print"},{"value":"1539-3585","type":"electronic"}],"subject":[],"published":{"date-parts":[[2019]]}}}