TY - JOUR
T1 - Systematic review of gamification research in is education
T2 - A multi-method approach
AU - Osatuyi, Babajide
AU - Osatuyi, Temidayo
AU - De La Rosa, Ramiro
N1 - Publisher Copyright:
© 2018 by the Association for Information Systems.
PY - 2018/2
Y1 - 2018/2
N2 - Gamification refers to the use of game mechanics and game dynamics in non-gaming environments and contexts. Gamification is increasingly gaining attention among system designers across various industries especially in education due to the benefits associated with its implementation. The adoption of gamification in information systems (IS) education is promising for engaging and motivating students to complete their degree programs. Call for research in this area is particularly on the increase in the IS field. Accordingly, we need to organize the aggregation of research in this area and use common terminologies to promote progressive research practice in the field. In this paper, we use a multi-method approach to systematically review existing research on gamification in IS education to identify common terminologies, identify trends in topics studied, highlight understudied areas, and, thus, present opportunities for future research. The multi-method approach combines classical systematic review method and social network analysis to provide additional insight into the knowledge structure of researchers involved in the gamification of IS education. This review also highlights possible interventions that can improve student retention in IS education through the design of effective gamified courses.
AB - Gamification refers to the use of game mechanics and game dynamics in non-gaming environments and contexts. Gamification is increasingly gaining attention among system designers across various industries especially in education due to the benefits associated with its implementation. The adoption of gamification in information systems (IS) education is promising for engaging and motivating students to complete their degree programs. Call for research in this area is particularly on the increase in the IS field. Accordingly, we need to organize the aggregation of research in this area and use common terminologies to promote progressive research practice in the field. In this paper, we use a multi-method approach to systematically review existing research on gamification in IS education to identify common terminologies, identify trends in topics studied, highlight understudied areas, and, thus, present opportunities for future research. The multi-method approach combines classical systematic review method and social network analysis to provide additional insight into the knowledge structure of researchers involved in the gamification of IS education. This review also highlights possible interventions that can improve student retention in IS education through the design of effective gamified courses.
UR - http://www.scopus.com/inward/record.url?scp=85042395985&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85042395985&partnerID=8YFLogxK
U2 - 10.17705/1CAIS.04205
DO - 10.17705/1CAIS.04205
M3 - Article
AN - SCOPUS:85042395985
SN - 1529-3181
VL - 42
SP - 95
EP - 124
JO - Communications of the Association for Information Systems
JF - Communications of the Association for Information Systems
IS - 1
M1 - 5
ER -