Gamification and gen Z in higher education: A systematic review of literature

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Abstract

Research has found that the new age learner, Gen Z, is different from his/her predecessors, and hence, educators need new age pedagogical interventions to cater to this group of learners. With a change in the way the new age learner learns, the education system needs to revamp to incorporate tools that suit the needs of the learner. The paper reviews the use of gamification as a tool for motivation and engagement for Gen Z in higher education with the help of peer-reviewed research literature from research databases predominantly from Scopus and Web of Science. The purpose of this paper is to provide suggestions on how to create an engaging and meaningful learning environment in higher education for Gen Z by providing relevant insights on gamification with the help of secondary research. As this is an emerging field of study, this paper will help policymakers, educators, and academicians to design and implement relevant interventions to use gamification as an effective tool for Gen Z learners in the field of higher education.

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Saxena, M., & Mishra, D. K. (2021, October 1). Gamification and gen Z in higher education: A systematic review of literature. International Journal of Information and Communication Technology Education. IGI Global. https://doi.org/10.4018/IJICTE.20211001.oa10

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