Pular para o conteúdo principal

ETHNOS_APP

Início • Busca • Periódicos • Lista 0

A systematic review of empirical studies on gamified learning environments for women in the last decade (2015–2025)

Dados Bibliográficos

ID17832136
AutoresOmika Bhalla Saluja (0000-0001-9831-1947, Indian Institute of Technology Kanpur, autor correspondente), Deepti Sharma (0000-0002-9850-1713, Indian Institute of Technology Kanpur), Man Mohan Shukla (0000-0001-9469-2789, Indian Institute of Technology Kanpur), Harit Kumar (0000-0003-3385-4056, Indian Institute of Technology Kanpur)
Ano2026
Volume13
Fascículo1
Data de publicação2026-03-10
Peer ReviewedSim
Open AccessSim
TipoARTICLE
PeriódicoHumanities and Social Sciences Communications (JOURNAL)
Identificadores do periódicoISSN: 2662-9992 • E-ISSN: 2662-9992
EditoraPalgrave Macmillan (PUBLISHER • GB)
DOI10.1057/s41599-026-06787-y
OpenAlexW7134819588
IdiomaEN
Referências citadas58

This is a systematic review of 38 empirical studies on gamified learning environments for women from 2015 to 2025, filling a key gap in gender-responsive design and methodology. The primary aim of this study is to develop an integrated theoretical framework of gendered experiences during gamified learning, to identify the effective gamification strategies for female learners, and to discuss the possibility of gamification to challenge traditional gender roles. The study is structured according to PRISMA 2020 guidelines, using thematic synthesis and quality appraisal through the Mixed Method Appraisal Tool (MMAT, 2018). 31.6% (n = 12) studies met all appraisal criteria (5/5), while 65.8% (n = 25) met four out of five criteria, indicating the robustness of our study selection. This review contributes an empirically grounded multidisciplinary framework incorporating five key constructs – gamification, the self-determination theory, social-collaborative, feminist-gender, and cognitive load approaches – recognising seven core variables – autonomy, competence, relatedness, motivation, engagement, social identity, and instructional design. Thematic analysis shows that gamification elements (points systems, badges, levels, and collaborative challenges) strongly boost motivation, engagement, and self-efficacy of the female learners. Nineteen studies have positive results, and eleven reported mixed results. This study offers practical recommendations to educators and designers to design inclusive and empowering gamified learning environments that can reduce gender differences and encourage transformative learning experiences. The findings highlight the need to have context-sensitive, collaborative and mastery-based design and institutional support on fair access and teacher training

Affordance · Empirical research · Experiential learning · Systematic review · Educational Environments and Student Outcomes · Educational Games and Gamification · Virtual Reality Applications and Impacts

  • Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification

    Juho Hamari, Jonna Koivisto et al.•2014 47th Hawaii International…•2014

  • The Gamification of Learning

    Open Access•Michael Sailer, Lisa Homner•Educational Psychology Review•2020

  • The rise of motivational information systems

    Open Access•Jonna Koivisto, Juho Hamari•International Journal of…•2019

  • Gamification in theory and action

    Open Access•Katie Seaborn, Deborah I Fels•International Journal of…•2015

  • The PRISMA 2020 statement

    Open Access•Matthew J Page, Joanne E McKenzie et al.•BMJ•2021

  • From game design elements to gamefulness

    Open Access•Sebastian Deterding, Dan Dixon et al.•Proceedings of the 15th…•2011

  • Methods for the thematic synthesis of qualitative research in systematic reviews

    Open Access•James Thomas, Angela Harden•BMC Medical Research Methodology•2008

  • Barriers and interventions on the way to empower women through financial inclusion

    Open Access•Omika Bhalla Saluja, Priyanka Singh et al.•Humanities and Social Sciences…•2023

  • Application of the Educational Game to Enhance Student Learning

    Open Access•Siu Yin Cheung, Kai Yin Ng•Frontiers in Education•2021

  • Assessing health science students’ gaming experience

    Open Access•Beatriz Rodríguez‐Roca, Beatriz Rodríguez-Roca et al.•Frontiers in Education•2023

  • The effect of challenge-based gamification on learning

    Open Access•Nikoletta-Zampeta Legaki, Nannan Xi et al.•International Journal of…•2020

  • Tailored gamification

    Open Access•Ana Carolina Tomé Klock, Isabela Gasparini et al.•International Journal of…•2020

  • Gamification of Electronic Negotiation Training

    Open Access•Andreas Schmid, Mareike Schoop•Group Decision and Negotiation•2022

  • Gamification in medical education

    Open Access•Yung-Fu Wang, Ya-Fang Hsu et al.•Medical Education Online•2024

  • The cognitive processing of an educational app with EEG and ’Eye Tracking’

    Open Access•Ubaldo Cuesta Cambra, José Ignacio Niño González et al.•Comunicar•2017

  • Entrepreneurial team heterogeneity and female entrepreneurial performance

    Open Access•Yang Guo, Ningning Li et al.•Women s Studies International Forum•2023

  • How mumpreneurs achieve high entrepreneurial opportunity recognition and development

    Open Access•Yujia Jiang, Yangjie Huang•Women s Studies International Forum•2023

  • Using thematic analysis in psychology

    Open Access•Braun, Virginia Braun et al.•Qualitative Research in Psychology•2006

  • The "What" and "Why" of Goal Pursuits

    Edward L Deci, Richard M Ryan•Psychological Inquiry•2000

  • A threat in the air

    Claude M Steele•American Psychologist•1997

Velocidade de citaçãohistorical
Altamente citadoNão
Ethnos_APP • Projeto Open Source • Licença MIT • Frontend v2.0.0 • Privacidade e Cookies • Documentação da API: api.ethnos.app/docs • Código da API: GitHub • DOI: 10.5281/zenodo.17049435 • Código do Frontend: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae