Skip to main page content
U.S. flag

An official website of the United States government

Dot gov

The .gov means it’s official.
Federal government websites often end in .gov or .mil. Before sharing sensitive information, make sure you’re on a federal government site.

Https

The site is secure.
The https:// ensures that you are connecting to the official website and that any information you provide is encrypted and transmitted securely.

Access keys NCBI Homepage MyNCBI Homepage Main Content Main Navigation
Review
. 2021 May 21:12:648552.
doi: 10.3389/fpsyg.2021.648552. eCollection 2021.

Gamification as Online Teaching Strategy During COVID-19: A Mini-Review

Affiliations
Review

Gamification as Online Teaching Strategy During COVID-19: A Mini-Review

Francisco Antonio Nieto-Escamez et al. Front Psychol. .

Abstract

The ongoing pandemic caused by coronavirus disease 2019 (COVID-19) has enforced a shutdown of educative institutions of all levels, including high school and university students, and has forced educators and institutions to adapt teaching strategies in a hasty way. This work reviews the use of gamification-based teaching during the pandemic lockdown through a search in Scopus, PsycINFO, ERIC, and Semantic Scholar databases. A total of 11 papers from Chemistry, Business, Computer Science, Biology, and Medical areas have been identified and included in the present work. All of them analyzed the use of gamification strategies during the COVID-19 pandemic and assessed student's learning and motivation outcomes. In general, students reported that gamification was innovative, engaging, and an efficient strategy to deliver curricula material; moreover, it was perceived as a fun activity. Some students reported that gamified videoconferences aided to connect with their classmates during isolation time providing effective social support. However, some students reported a bad physical or psychological condition, as consequence of the confinement, and did not get involved in the activity. Some weaknesses of the reviewed studies are the small sample size and its homogeneity, which makes it difficult to generalize their results to other scenarios and academic areas. Furthermore, although there is a feeling of learning during the activity, this result is mainly based on subjective perceptions, and any of the studies demonstrated that superior learning was achieved in comparison with traditional teaching strategies. Nevertheless, gamification can be implemented together with traditional lectures and can be a valuable instrument during post-COVID times.

Keywords: COVID-19; distance learning; engagement; gamification; motivation; simulation; student satisfaction; videogame.

PubMed Disclaimer

Conflict of interest statement

The authors declare that the research was conducted in the absence of any commercial or financial relationships that could be construed as a potential conflict of interest.

References

    1. Bai S., Hew K. F., Huang B. (2020). Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts. Educ. Res. Rev. 30 100322. 10.1016/j.edurev.2020.100322 - DOI
    1. Caponetto I., Earp J., Ott M. (2014). Gamification and education: A literature review. 8th European Conference on Games Based Learning (Academic Conferences International Limited). 50–57. Available online at: https://www.itd.cnr.it/download/gamificationECGBL2014.pdf (accessed December 25, 2020).
    1. Concannon B. J., Esmail S., Roberts M. R. (2019). Head-Mounted Display Virtual Reality in Post-secondary Education and Skill Training. Front. Educ. 4:80. 10.3389/feduc.2019.00080 - DOI
    1. Cruea M. (2020). “Gaming the Mind and Minding the Game: Mindfulness and Flow in Video Games,” in Video Games and Well-Being, ed. Kowert R. (Macmillan: Palgrave; ), 97–107. 10.1007/978-3-030-32770-5_7 - DOI
    1. da Silva J. N., Jr., de Sousa Oliveira J. M., Winum J. Y., Melo Leite A. J., Jr., Alexandre S. O. F., do Nascimento D. M., et al. (2020a). Interactions 500: Design, Implementation, and Evaluation of a Hybrid Board Game for Aiding Students in the Review of Intermolecular Forces During the COVID-19 Pandemic. J. Chem. Educ. 97 4049–4054. 10.1021/acs.jchemed.0c01025 - DOI