Open research questions in Educational Games and Gamification
754 unresolved questions extracted from the limitations and future-work sections of 5,580 Educational Games and Gamification papers in our library. Each links back to the study that raised it.
What the literature leaves open
Entire classes were assigned to either the experimental or comparison condition due to curriculum and scheduling constraints, - The study involved a small sample of 90 students, - The study was conducted in a single South Korean elementary school, - The study's generalizability may be limited due to the specific context and population
The Impacts of Using a Gamified Intelligent Tutoring System on Students’ Mathematical Self-Efficacy: A Mixed-Method Study · 2026 · DOIFurther studies can investigate the long-term effects of Toc-toc MET on students' MSE and MLA, - Future research can explore the effectiveness of Toc-toc MET in different educational settings and populations, - Studies can examine the impact of Toc-toc MET on other aspects of mathematics learning, such as problem-solving and critical thinking
The Impacts of Using a Gamified Intelligent Tutoring System on Students’ Mathematical Self-Efficacy: A Mixed-Method Study · 2026 · DOIThe study did not explore the views of students on digital game-based learning, - The analysis focused on Spanish educators, - The sample size was limited to 212 participants, - The study did not examine the long-term effects of game-based learning
Analysis of the pedagogical factors influencing the use and effectiveness of a game-based learning app from teachers’ perspectives · 2026 · DOIA deeper conceptual exploration of the interaction between pedagogical alignment and usability, - Investigating the impact of game-based learning on student outcomes, - Examining the effects of game-based learning on teachers with limited digital proficiency
Analysis of the pedagogical factors influencing the use and effectiveness of a game-based learning app from teachers’ perspectives · 2026 · DOIThe study notes that gamification is not universally impactful, and that understanding the boundary conditions that may moderate the stimulus-organism link is critical. The study identifies the need to advance the design of gamified strategies by uncovering a negative affective pathway to impulse buying.
How Gamification Impacts Impulse Buying via Fear of Missing out in Livestream E-Commerce: Examining a Moderated Mediation Model · 2026 · DOIFuture studies should identify key gamification elements and their long-term impact. Future research should explore the effects of gamification on other aspects of EFL learning, such as speaking and writing. Future studies should investigate the effectiveness of gamification in different contexts and populations.
Effects of gamification on EFL learning: a quasi-experimental study of reading proficiency and language enjoyment among Chinese undergraduates · 2025 · DOIThe study highlights the limitations of traditional EFL teaching methods. It identifies a gap in understanding the effects of gamification on reading proficiency and language enjoyment. The study notes the need for further research on the long-term impact of gamification.
Effects of gamification on EFL learning: a quasi-experimental study of reading proficiency and language enjoyment among Chinese undergraduates · 2025 · DOIBackground The integration of gamification into medical education has shown promise in enhancing student engagement and learning, yet its application within dental training remains underexplored.
Pilot Study of an Escape Room‐Based Interactive Learning Activity in the Teaching of Oral Surgery for Dental Students · 2026 · DOIHowever, existing literature varies considerably in theoretical grounding and evaluation methodology, and limited evidence exists regarding how specific dimensions of gameful experience may relate to learners’ perceived educational value.
Gameful Experience and Perceived Educational Value in a Student-Designed Medical Escape Room for Preclinical Medical Education: Cross-Sectional Study · 2026 · DOIIts feasibility, clarity, and usefulness remain to be examined empirically across educational contexts.
How Should School-Based Educational Digital Games Be Evaluated? A Proposed Framework for Examining Experiences Beyond Isolated Metrics · 2026 · DOIWhile gamification and inquiry-based learning have been widely explored, limited research has examined their structured integration in improving both achievement and intrinsic motivation.
Despite the diverse and widespread adoption of SG as multifunctional tools within collaborative forms of knowledge production, their contribution to transformative research processes is underexplored.
However, significant gaps remain, including limited longitudinal evidence, inconsistent use of validated reasoning assessments, underutilization of cognitive reasoning theories, and a lack of standardized design and reporting frameworks.
Further study of entrepreneurship development and business education using a game-based learning method as a collaborative and active method in pharmacy education is recommended.
The effect of gamification in entrepreneurship and business education on pharmacy students’ self-efficacy and learning outcomes · 2025 · DOIHowever, the findings reflect short-term, self-reported outcomes and do not yet confirm long-term knowledge retention, which warrants further investigation.
Gamification in endodontic education: a pilot study on student engagement and perceived learning outcomes · 2025 · DOIAbstract Description Immunology is rarely taught at the pre-college level, leaving the public to face decisions about vaccines or other medical treatments involving immunity with limited information.
Assessing the educational potential of an interactive board game to convey meaningful immunological interactions 3974 · 2025 · DOIHowever, little is known about the value created in vCoPs as social learning environments.
Exploring value creation in a virtual community of practice: a framework analysis for knowledge and skills development among primary care professionals · 2024 · DOI(6) The student's entry is not understood but decoded for key words, that trigger pre-arranged responses.
Future research can explore the impact of gamification mechanisms on customer loyalty in different industries. Future research can investigate the role of gamification mechanisms in enhancing customer engagement, experience, and satisfaction within CRM systems. Future research can examine the factors that influence the effectiveness of gamification in CRM systems.
The Role of Gamification Mechanisms in CRM Systems in Enhancing Customer Loyalty: A Systematic Literature Review · 2026 · DOIThe study identifies a gap in the literature on the role of gamification mechanisms in CRM systems in enhancing customer loyalty. The study highlights the need for further research on the effectiveness of gamification mechanisms in CRM systems.
The Role of Gamification Mechanisms in CRM Systems in Enhancing Customer Loyalty: A Systematic Literature Review · 2026 · DOIFurther studies can investigate the long-term effects of gamification on student engagement. Research can explore the impact of gamification on different learning outcomes.
Student perceptions of effectiveness, satisfaction, and active participation with online gamification in health sciences education · 2026 · DOIThe need to understand how gamification affects student engagement. The lack of studies examining the relationship between student perceptions and active participation.
Student perceptions of effectiveness, satisfaction, and active participation with online gamification in health sciences education · 2026 · DOIThere is a lack of research on the effects of gamification on pre-service teachers' emotional responses and academic performance. The study addresses the gap in the literature by examining the impact of an escape room on pre-service teachers' emotions and performance.
Gamification to work on the numbers in a mathematics course: Study of emotions and performance in higher education · 2026 · DOIWhile the paper examines gamification in higher education mathematics, there is no analysis of individual differences in responsiveness to gamification—specifically whether students with different baseline mathematics self-efficacy levels, anxiety profiles, or prior achievement motivations show differential emotional and performance responses to escape room activities. Moderation analyses with these student characteristics are missing.
Gamification to work on the numbers in a mathematics course: Study of emotions and performance in higher education · 2026 · DOIThe study identifies a gap in the use of game-based learning to improve students' achievement in similarity. Prior work has shown that students often struggle with similarity due to its conceptual demands.
Improving Grade 9 students’ mathematics achievement in similarity through game-based learning · 2026 · DOI
Most-cited papers in Educational Games and Gamification
- A systematic literature review of empirical evidence on computer games and serious games · Computers & Education · 2012 · 2,110 citations
- Effectiveness of virtual reality-based instruction on students' learning outcomes in K-12 and higher education: A meta-analysis · Computers & Education · 2013 · 1,453 citations
- A meta-analysis of the cognitive and motivational effects of serious games. · Journal of Educational Psychology · 2013 · 1,417 citations
- Gamifying learning experiences: Practical implications and outcomes · Computers & Education · 2013 · 1,373 citations
- Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance · Computers & Education · 2014 · 1,351 citations
- Foundations of Game-Based Learning · Educational Psychologist · 2015 · 1,312 citations
- Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning · Computers in Human Behavior · 2015 · 1,280 citations
- The Gamification of Learning: a Meta-analysis · Educational Psychology Review · 2019 · 1,179 citations
- Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation · Computers & Education · 2008 · 1,099 citations
- Digital Games, Design, and Learning · Review of Educational Research · 2015 · 1,015 citations
Most recent work
- International Journal of Game-Based Learning · International Journal of Game-Based Learning · 2026
- A gamified AI movement assessment and feedback approach for university students in physical education: Effects on movement skills, learning engagement, and behavioral patterns · Education and Information Technologies · 2026
- Gamification on Mathematics Engagement and Motivation in Secondary School and Higher Education: A Systematic Review and Meta-Analysis · Educational Psychology Review · 2026
- Integrating UTAUT-2 and protection motivation theory to explain pre-service teachers’ adoption of AI-supported game-based learning · Education and Information Technologies · 2026
- Embracing ‘gameful learning’ with escape room games in higher education · Higher Education Research & Development · 2026
- Effects of reward strategies in gamified learning on academic performance: A systematic review · Educational Research Review · 2026
- Levels, stickers, and strategies: how gamified math tasks foster elementary student engagement · Education and Information Technologies · 2026
- Effects of Gamified Project-Based Learning on Mathematics Achievement and Motivation: A Comparative Study in Elementary Education · International Journal of Science and Mathematics Education · 2026
- Game on! Student‐designed anatomy games using design‐based research · Anatomical Sciences Education · 2026
- Individual and group competitive digital gamification in ESL adult classrooms: a systematic review of effects on vocabulary retention, motivation, and engagement · Smart Learning Environments · 2026
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