Unlocking Learning: Investigating the Replayability of Educational Games

Recently, gamification has emerged as an effective approach to captivate users, particularly in the context of online education. Although there has been a rise in the recent surge of articles on gamification, there is still a lack of research on the impact of replayability. We conducted a systematic...

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Main Authors: Rose Oluwaseun Adetunji, Abejide Ade-Ibijola
Format: Article
Language:English
Published: Wiley 2024-01-01
Series:International Journal of Computer Games Technology
Online Access:http://dx.doi.org/10.1155/2024/5876780
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author Rose Oluwaseun Adetunji
Abejide Ade-Ibijola
author_facet Rose Oluwaseun Adetunji
Abejide Ade-Ibijola
author_sort Rose Oluwaseun Adetunji
collection DOAJ
description Recently, gamification has emerged as an effective approach to captivate users, particularly in the context of online education. Although there has been a rise in the recent surge of articles on gamification, there is still a lack of research on the impact of replayability. We conducted a systematic literature review to address this gap by elucidating the impact of replayability in educational games on learners’ behaviour in e-learning. The analysis of the investigations reveals the game elements that are predominantly utilised in the literature, and their corresponding effects on learners are identified and mapped. Moreover, we categorise these observed impacts of replayability on learners into six components: variety and performance, experience and nostalgia, learning, goals and completion, social aspect, and difficulty. Additionally, this study also examined the cognitive and affective behaviour of users in relation to replayability. The results of our comprehensive analysis of existing literature indicate that the study of replayability in educational games and its effects on learning is still at the outset. There is a scarcity of experimental tests and evidence in this area, with a prevailing tendency to primarily utilise educational games as external rewards. The study’s findings indicate that educational games that can be played multiple times have a substantial positive impact on learning outcomes and engagement. The study suggests that educators and game developers should prioritise the creation of games that include features supporting repeated play and diverse learning experiences.
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series International Journal of Computer Games Technology
spelling doaj-art-860d9a00d811445f8add765878e856372025-02-02T23:07:29ZengWileyInternational Journal of Computer Games Technology1687-70552024-01-01202410.1155/2024/5876780Unlocking Learning: Investigating the Replayability of Educational GamesRose Oluwaseun Adetunji0Abejide Ade-Ibijola1Research Group on Data, Artificial Intelligence, and Innovations for Digital TransformationResearch Group on Data, Artificial Intelligence, and Innovations for Digital TransformationRecently, gamification has emerged as an effective approach to captivate users, particularly in the context of online education. Although there has been a rise in the recent surge of articles on gamification, there is still a lack of research on the impact of replayability. We conducted a systematic literature review to address this gap by elucidating the impact of replayability in educational games on learners’ behaviour in e-learning. The analysis of the investigations reveals the game elements that are predominantly utilised in the literature, and their corresponding effects on learners are identified and mapped. Moreover, we categorise these observed impacts of replayability on learners into six components: variety and performance, experience and nostalgia, learning, goals and completion, social aspect, and difficulty. Additionally, this study also examined the cognitive and affective behaviour of users in relation to replayability. The results of our comprehensive analysis of existing literature indicate that the study of replayability in educational games and its effects on learning is still at the outset. There is a scarcity of experimental tests and evidence in this area, with a prevailing tendency to primarily utilise educational games as external rewards. The study’s findings indicate that educational games that can be played multiple times have a substantial positive impact on learning outcomes and engagement. The study suggests that educators and game developers should prioritise the creation of games that include features supporting repeated play and diverse learning experiences.http://dx.doi.org/10.1155/2024/5876780
spellingShingle Rose Oluwaseun Adetunji
Abejide Ade-Ibijola
Unlocking Learning: Investigating the Replayability of Educational Games
International Journal of Computer Games Technology
title Unlocking Learning: Investigating the Replayability of Educational Games
title_full Unlocking Learning: Investigating the Replayability of Educational Games
title_fullStr Unlocking Learning: Investigating the Replayability of Educational Games
title_full_unstemmed Unlocking Learning: Investigating the Replayability of Educational Games
title_short Unlocking Learning: Investigating the Replayability of Educational Games
title_sort unlocking learning investigating the replayability of educational games
url http://dx.doi.org/10.1155/2024/5876780
work_keys_str_mv AT roseoluwaseunadetunji unlockinglearninginvestigatingthereplayabilityofeducationalgames
AT abejideadeibijola unlockinglearninginvestigatingthereplayabilityofeducationalgames