Gamification in education: An overview on the state of the art

Citations of this article
Mendeley users who have this article in their library.

This article is free to access.


The new society of knowledge and technology has created a new map in which young people feel concerns which education has not always been able to satisfy. This new scenario has changed the interests of students. Therefore, teachers need to explore new strategies and resources to increase the motivation and engagement of the students. The aim of this paper is to review the benefits of the use of gamification and its application in education. Several academic publications between 2011 and 2016 regarding to the use of gamification, motivation and immersion, have been examined. The choice of this period of time has been made in order to offer a review of the evolution and development of gamification during those five years. According to Werbach and Hunter (2012), it is necessary to study the game dynamics, mechanics and components under a qualitative methodology based on the analysis of the content. Results show that gamification processes in education generate important benefits to the students, not without some difficulties. The article concludes in support of the benefits of the use of gamification in education, such as motivation, immersion in order to plan new situations and anticipate them, the engagement and the sociability through interaction and interactivity, as well as the great number of different elements involved in the process, which make education more motivating and engaging for students.




Ortiz-Colón, A. M., Jordán, J., & Agredai, M. (2018). Gamification in education: An overview on the state of the art. Educacao e Pesquisa, 44.

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free