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ZENODO
Article . 2025
License: CC BY
Data sources: ZENODO
ZENODO
Article . 2025
License: CC BY
Data sources: Datacite
ZENODO
Article . 2025
License: CC BY
Data sources: Datacite
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A Systematic Literature Review on Learning Analytics in Gamified Environments

Authors: Pokorny, Laszlo;

A Systematic Literature Review on Learning Analytics in Gamified Environments

Abstract

Gamification has arisen as a viable method to improve learning experiences, whereas learning analytics yields practical insights into student behavior and performance; nevertheless, the convergence of these two fields is still inadequately investigated. This systematic literature review investigates the application of learning analytics in gamified educational settings, with the objective of synthesizing current research trends, pinpointing gaps, and proposing future directions. We examine research from various perspectives, such as the merging of game elements and educational data analysis, the effect of game-based approaches on academic performance, personalized game-inspired techniques, and the function of game-related technologies and systems. The review employs a strict approach to choose and assess pertinent studies, which guarantees a thorough grasp of the subject area. The results indicate learning analytics is essential for improving gamified systems by supporting tailored feedback, continuous observation, and adjustments based on data. Notwithstanding these progressions, difficulties remain in terms of expandability, moral concerns, and the productive application of analytics to uphold enduring participation. The review also underscores the differing impact of gamification in diverse educational settings, indicating that customized strategies are required to optimize advantages. The synthesis of these insights establishes a basis for subsequent studies and real-world applications, highlighting the necessity of cross-disciplinary cooperation to connect theoretical and practical viewpoints. The study finds the interaction between learning analytics and gamification possesses considerable promise, but additional empirical evidence and methodological improvements are necessary to achieve its complete effect.

Keywords

Educational Technology/education, Gamification

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selected citations
These citations are derived from selected sources.
This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Citations provided by BIP!
popularity
This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
BIP!Popularity provided by BIP!
influence
This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Influence provided by BIP!
impulse
This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
BIP!Impulse provided by BIP!
0
Average
Average
Average
Green