A systematic review of empirical studies on gamified learning environments for women in the last decade (2015–2025)
Dados Bibliográficos
| ID | 17832136 |
|---|---|
| Autores | Omika 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) |
| Ano | 2026 |
| Volume | 13 |
| Fascículo | 1 |
| Data de publicação | 2026-03-10 |
| Peer Reviewed | Sim |
| Open Access | Sim |
| Tipo | ARTICLE |
| Periódico | Humanities and Social Sciences Communications (JOURNAL) |
| Identificadores do periódico | ISSN: 2662-9992 • E-ISSN: 2662-9992 |
| Editora | Palgrave Macmillan (PUBLISHER • GB) |
| DOI | 10.1057/s41599-026-06787-y |
| OpenAlex | W7134819588 |
| Idioma | EN |
| Referências citadas | 58 |
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
The Gamification of Learning
The rise of motivational information systems
Gamification in theory and action
The PRISMA 2020 statement
From game design elements to gamefulness
Methods for the thematic synthesis of qualitative research in systematic reviews
Barriers and interventions on the way to empower women through financial inclusion
Application of the Educational Game to Enhance Student Learning
Assessing health science students’ gaming experience
The effect of challenge-based gamification on learning
Tailored gamification
Gamification of Electronic Negotiation Training
Gamification in medical education
The cognitive processing of an educational app with EEG and ’Eye Tracking’
Entrepreneurial team heterogeneity and female entrepreneurial performance
How mumpreneurs achieve high entrepreneurial opportunity recognition and development
Using thematic analysis in psychology
The "What" and "Why" of Goal Pursuits
A threat in the air
| Velocidade de citação | historical |
|---|---|
| Altamente citado | Não |