Gamification in Early Childhood Education: A Meta-Analysis of
Learning Outcames and Engagement
Inayatul Lathifah
a
, Nasrul Umam
b
and Sandi Aji Wahyu Utomo
c
Faculty of Teacher Training and Education, Nahdlatul Ulama Al Ghazali University, Kesugihan, Cilacap, Indonesia
Keywords: Gamification, Early Childhood Education, Meta-Analysis.
Abstract: Gamification has emerged as an innovative strategy in early childhood education; however, its effectiveness
has shown inconsistent results. This study aims to evaluate the impact of gamification on learning outcomes
and child engagement, as well as to identify the elements and moderating factors that influence its success.
The method employed is a Meta-Analysis Literature Review (MALR) based on a systematic review of
relevant empirical studies. Data were obtained from open-access scholarly literature that met the inclusion
criteria and were analyzed using statistical techniques for aggregating effect sizes. The findings indicate that
gamification has a significant positive impact, particularly when game elements are tailored to the
developmental characteristics of children. This research provides both theoretical and practical contributions
to the development of more targeted and evidence-based gamification-based learning strategies in the field of
early childhood education.
1 INTRODUCTION
1.1 Factual Background of the Problem
The digital transformation in education has
significantly influenced teaching approaches
across all levels, including early childhood
education (ECE). One of the innovative
approaches that has emerged in recent years is
gamification, which refers to the application of
game elements in non-game contexts, such as
classroom learning. Globally, this approach has
been utilized to enhance engagement, motivation,
and learning outcomes among children in both
formal and informal educational settings
(Chudhary et al., 2022). However, despite the
enthusiasm surrounding gamification, field
realities reveal disparities in its implementation.
While some educational institutions have
successfully integrated gamification, others face
considerable challenges in selecting game
elements that align with the developmental
a
https://orcid.org/0009-0000-9530-8945
b
https://orcid.org/0009-0004-0963-2239
c
https://orcid.org/0009-0006-6625-3387
characteristics of young children. The
inconsistency in learning outcomes and children’s
engagement across different gamification contexts
indicates the presence of complex issues that
warrant systematic examination.
1.2 Literature Facts and Theoretical
Gap
Previous studies have attempted to explain the
effectiveness of gamification in enhancing early
childhood learning; however, the findings remain
highly variable. For instance, some studies have
reported increased motivation and focus among
children when gamification is applied in science
and mathematics learning (Xezonaki,
2022).Conversely, other studies have noted
minimal or even counterproductive effects due to
an imbalance between game elements and
children’s cognitive load (Marín-Díaz et al., 2020).
Theories such as Self-Determination Theory and
Cognitive Load Theory provide a conceptual
236
Lathifah, I., Umam, N. and Utomo, S. A. W.
Gamification in Early Childhood Education: A Meta-Analysis of Learning Outcames and Engagement.
DOI: 10.5220/0014069000004935
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 7th International Conference on Early Childhood Education (ICECE 2025) - Meaningful, Mindful, and Joyful Learning in Early Childhood Education, pages 236-244
ISBN: 978-989-758-788-7; ISSN: 3051-7702
Proceedings Copyright © 2025 by SCITEPRESS – Science and Technology Publications, Lda.
foundation, yet they have not fully accounted for
the variations observed in practice. The lack of
systematic synthesis and the limited identification
of the most effective gamification elements, along
with moderating factors such as age, duration, and
learning domain, highlight an existing gap in our
understanding of this approach’s effectiveness
1.3 Research Objectives
This study aims to systematically evaluate the
effectiveness of gamification strategies on learning
outcomes and engagement in early childhood
education. Furthermore, it seeks to identify the
most effective gamification elements and analyze
moderating factors such as children’s age, learning
domain, intervention duration, and the type of
technology employed. Using a meta-analytic
approach, this research endeavors to synthesize
existing empirical findings to produce evidence-
based guidelines applicable for educational
practitioners in the context of early childhood
education (Wang, 2025). Additionally, the study
aims to strengthen the theoretical foundation of
gamification implementation in early childhood
education by drawing on multiple theoretical
frameworks, including Self-Determination Theory
and Flow Theory (Kareem & Khalid, 2024).
1.4 Rationale and Research Urgency
Given that gamification continues to evolve and is
widely implemented in various countries, yet lacks
strong and systematic evidence synthesis, this
study is both relevant and necessary. The
inconsistency of previous findings not only
obscures the true effectiveness of gamification but
also hinders educational practitioners from making
data-driven decisions when designing learning
experiences appropriate for young children
(Aldhilan et al., 2024). By identifying the most
impactful gamification elements and the factors
moderating their effectiveness, this research can
make a significant contribution to the development
of innovative, efficient, and developmentally
appropriate learning strategies (Riska et al., 2021).
Therefore, this study is not merely academic in
nature but also practical, with the aim of bridging
the gap between theory and practice in the
application of gamification in early childhood
education.
2 LITERATURE REVIEW
2.1 Definition of the Concept of
Gamification
Gamification is defined as the use of game
elements—such as points, challenges, narratives, and
feedback—in non-game contexts with the aim of
enhancing user motivation and engagement
(Anastasiia Igorevna Buentsova, 2022) Unlike game-
based learning, which delivers instruction through a
complete game, gamification selectively incorporates
components of games into real-world activities that
are not inherently games, with the purpose of making
these activities more engaging without creating a full
game from scratch (Li et al., 2023).
Gamification and playful design both aim to
enhance motivation, attention, and learning interest
by incorporating game elements into non-game
educational contexts (Ružic & Dumancic, 2015). This
approach is particularly relevant for digital-native
learners who have grown up with technology and tend
to respond more positively to interactive and
challenge-based learning strategies(Langendah &
Mark-Herbert, 2016). Thus, gamification serves as a
pedagogical strategy with considerable potential to
create adaptive and motivating learning
environments, especially in early childhood
education.
2.2 Manifestations and Categorization
of Gamification
The manifestation of gamification in educational
contexts can be categorized into several core
elements: game mechanics (such as points, levels,
and badges), social dynamics (competition and
collaboration), and narratives that foster students’
emotional engagement (García et al., 2021).
Gamification can be implemented through digital
media such as interactive applications, augmented
reality (AR), or even adapted conventional board
games designed for educational purposes
(Chudhary et al., 2022). In the context of early
childhood education (ECE), gamification is not
limited to the use of technology; it also involves
designing play experiences aligned with children’s
cognitive and social developmental stages(Wang,
2025). Therefore, the selection of gamification
elements must consider age appropriateness and
the specific learning context to ensure a positive
and meaningful impact.
Gamification in Early Childhood Education: A Meta-Analysis of Learning Outcames and Engagement
237
2.3 Definition of Early Childhood
Education (ECE)
Early childhood education (ECE) represents a
critical stage in human development, emphasizing
cognitive, social, emotional, and motor stimulation
from an early age. ECE covers the age range of 0
to 6 years and plays a vital role in establishing the
foundation for lifelong learning (Alejandro
Lorenzo-Lledó, 2023). Education at this stage
focuses not only on academic skills but also on
holistic character formation and life skills
development (Riska et al., 2021). Consequently,
teaching approaches in ECE prioritize active,
enjoyable, and developmentally appropriate
learning experiences (Kareem & Khalid, 2024).
This definition underscores the importance of
innovative pedagogies that integrate cognitive,
social, and emotional aspects in a balanced
manner.
2.4 Manifestations and Practices of
Early Childhood Education
In practice, early childhood education emphasizes
thematic learning, play-based approaches, and the
use of engaging media to stimulate children’s
exploration and creativity. Play-based learning in
ECE has evolved alongside advances in digital
technology, such as computers and mobile devices
(Alotaibi, 2024). The implementation of
gamification in ECE often involves storytelling,
avatars, game simulations, and leaderboards as
tools to foster children’s motivation and
engagement (Aldhilan et al., 2024). These
elements are used to convey concepts such as
hygiene, health, literacy, and numeracy through
enjoyable game-based contexts that are easily
accessible to young learners (Fan et al., 2022).
Furthermore, educators increasingly leverage new
technologies such as interactive media and AR to
enrich children’s learning experiences. This
approach reinforces the principles of
constructivism, which posit that children build
knowledge through active interaction with their
environment.
2.5 Definition of Meta-Analysis
Meta-analysis is a statistical method used to
combine the findings of multiple independent
studies to draw more robust and generalizable
conclusions about a particular phenomenon. In
education, meta-analysis allows researchers to
identify patterns, effect sizes, and potential
moderating variables that may influence the
effectiveness of an intervention (Gao, 2024). This
approach is particularly valuable for addressing the
fragmented literature and inconsistent findings
frequently encountered in gamification research in
ECE. Meta-analysis is also employed to assess the
methodological quality of previous studies,
measure intervention effect sizes, and examine the
influence of moderators such as age, task type, and
learning duration (Fan et al., 2022). Therefore,
meta-analysis serves as a critical evidence-based
decision-making tool in education.
2.6 Application on Meta-Analysis in
the Context of Gamification in ECE
In the context of gamification in early childhood
education, meta-analysis can be applied to identify
the most effective game elements for enhancing
children’s learning outcomes and engagement. The
studies analyzed may encompass various
approaches, including digital gamification,
narrative-based gamification, and hybrid models
combining traditional and digital
methods(Alotaibi, 2024)
. The results of such meta-
analyses can offer practical recommendations on
the most suitable types of gamification based on
children’s age, learning domains, and the
characteristics of the technology used (Aida Theeb
Mohammad, 2023). Consequently, meta-analysis
emerges as a strategic approach for integrating and
directing gamification implementation more
effectively across diverse early childhood
education settings.
3 METHOD
3.1 Research Object
This study focuses on the growing phenomenon of
using gamification strategies in early childhood
education, particularly concerning learning
outcomes and student engagement. In the era of
rapid advancements in educational technology,
gamification has emerged as a promising approach;
however, its implementation in various contexts
has yielded inconsistent results (Kim & Castelli,
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238
2021). While some studies report enhanced
motivation and learning outcomes, others have
found insignificant or even negative effects. This
inconsistency raises the question of the extent to
which gamification can genuinely deliver a
positive impact, especially within the context of
early childhood education, which possesses unique
developmental characteristics (Briffa et al., 2020).
Therefore, this study seeks to examine in depth
both the successes and limitations of gamification
strategies applied in early childhood education
through a meta-analytic approach
3.2 Type of Research and Data Sources
This study is a library research employing the
Systematic Literature Review (SLR) method with
a Meta-Analysis Literature Review (MALR)
approach. Primary data were obtained from
empirical studies that directly examine the
implementation and impact of gamification in the
context of early childhood education, published in
reputable and indexed scholarly journals.
Secondary data comprised relevant literature that
provides the theoretical foundations of
gamification, early childhood education, and meta-
analysis, including books, scientific reports, and
systematic review articles (Mula-Falcón et al.,
2022). The search was conducted through
databases such as Scopus, Web of Science, and
ScienceDirect, applying strict inclusion–exclusion
criteria to ensure the validity and relevance of the
studies reviewed (Poecze & Tjoa, 2020).
Accordingly, this research relies on the
methodological rigor and data integrity of
trustworthy scientific sources.
3.3 Theoritical Foundations on the
Study
This research draws upon several foundational
theories that serve as the conceptual and analytical
basis for understanding the effects of gamification
on early childhood learning. First, the
Self-
Determination Theory
by Edward Deci and Richard
Ryan (1985) emphasizes three basic psychological
needs—autonomy, competence, and relatedness—
as the foundation of intrinsic motivation (Sailer &
Homner, 2020). Second, Mihaly
Csikszentmihalyi’s (1975)
Flow Theory explains
how a state of complete immersion in an activity
can foster optimal performance in learning. Third,
John Sweller’s (1988)
Cognitive Load Theory
provides a critical perspective for evaluating how
game elements may influence children’s
information-processing capacity. Additionally,
Yu-kai Chou’s (2012)
Octalysis Framework is
employed as a tool to identify eight core
motivational drivers in gamification that can
impact learning motivation. Collectively, these
theories offer a comprehensive framework for
assessing the effectiveness of gamification in the
context of early childhood education.
3.4 Research Process and Data
Collection Techniques
The research process began with the determination
of the topic and specific research questions, namely
the effectiveness and moderating factors of
gamification in early childhood education. Data
collection was carried out through electronic
literature searches in various scientific databases,
including Scopus, ERIC, and Web of Science,
following the PRISMA protocol as a systematic
guideline (Santos et al., 2023). The retrieved
studies were selected based on inclusion criteria
such as experimental design, a focus on early
childhood education, and the integration of
gamification elements. Conversely, studies that
failed to meet methodological quality standards or
were deemed irrelevant were excluded.
Subsequently, data extraction was performed, and
effect sizes were calculated for each study.
Statistical analyses were then conducted using a
random-effects model to combine the results,
yielding more precise aggregate effect
estimates(Marín-Díaz et al., 2020). This procedure
enables the researchers to draw stronger
conclusions compared to relying solely on
individual studies
3.5 Data Analysis Techniques
Data analysis in this study employed a content
analysis approach aimed at identifying thematic
patterns, inter-category relationships, and latent
meanings within the body of literature. This
method was chosen for its ability to uncover in-
depth insights that may not be explicitly stated in
each study (Nadi-Ravandi & Batooli, 2022). The
analysis process began with initial coding of
variables such as types of gamification, learning
domains, children’s age groups, and learning
outcomes. This was followed by categorization and
synthesis to construct a systematic narrative on the
successes and challenges of gamification
Gamification in Early Childhood Education: A Meta-Analysis of Learning Outcames and Engagement
239
implementation. Furthermore, to ensure objectivity
and reproducibility, the data were independently
reviewed by two researchers before the final results
were agreed upon through collaborative
discussion. This technique ensures that the meta-
analysis results are not only quantitative in nature
but also provide an in-depth qualitative
interpretation of the analyzed data.
4 RESEARCH FINDING
Based on the synthesis of various literature,
gamification is generally defined as the application
of game elements in non-game contexts, including
the educational domain. Commonly identified
elements include points, levels, challenges,
leaderboards, and narrative components that
enhance user engagement(García et al., 2021). The
study by Alejandro Lorenzo-Lledó
(2023)identified that the use of gamification in
educational settings aims to stimulate students’
cognitive abilities through game-based techniques
involving problem-solving and collaborative
activities. Other studies also indicate that the
implementation of gamification employs diverse
approaches, ranging from digital applications to
story-based activities and avatars that support
contextual learning (Chudhary et al., 2022). Thus,
the literature review demonstrates the diversity of
approaches in applying gamification across various
educational contexts.
4.1 Data Explanation: Gamification
Findings reveal that gamification consistently
exerts a positive effect on student engagement and
learning motivation, although its impact varies
significantly depending on the context and the
elements employed. In the meta-analysis
conducted by (Sailer & Homner, (2020),
gamification was found to have a small yet
significant effect on cognitive outcomes (
g=0.49),
motivation (
g=0.36), and behavioral outcomes
(
g=0.25) in learning contexts. Other studies show
that the duration of intervention and the type of
game elements used are crucial factors influencing
the effectiveness of this strategy, with short-term
interventions yielding greater impacts compared to
long-term ones (Kim & Castelli, 2021). Therefore,
the success of gamification is highly dependent on
its design and the context in which it is
implemented.
4.2 Relation to the Research Problem:
Gamification
The description and explanation of the literature on
gamification demonstrate alignment with the
central issue of this study—namely, the
inconsistency of outcomes arising from the
implementation of gamification in early childhood
education (ECE). Variations in the design of game
elements, the duration of interventions, and the
media used have contributed to a fragmented
approach that has not yet been systematically
synthesized. These findings underscore the need
for a comprehensive study capable of consolidating
and re-evaluating the effectiveness of gamification
through data-driven and quantitative statistical
approaches, thereby providing practical guidelines
for ECE practitioners.
4.3 Data Description: Early Childhood
Education
The literature on early childhood education
emphasizes the importance of developmentally
appropriate learning that addresses cognitive,
emotional, social, and motor domains. In this
context, active and enjoyable learning approaches
are considered primary strategies in ECE practice
(Kareem & Khalid, 2024). A study by (Aldhilan et
al., 2024) involving ECE teachers in Saudi Arabia
found that gamification was positively received by
educators, as it enhanced student engagement—
particularly when accompanied by teacher training
and adequate resource support (Aldhilan et al.,
2024). This approach is well-suited to the
characteristics of young children, who naturally
learn through play and exploration.
4.4 Data Explanation: Early Childhood
Education
The collected data indicate that ECE requires
learning strategies that harmonize learning
objectives with play-based processes. Chudhary et
al. (2022) found that digital gamification
approaches improved learning autonomy and
academic outcomes among young learners,
provided that classroom management and
instructional design were well-implemented
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(Chudhary et al., 2022). Furthermore, game
elements in ECE must be age-appropriate and
aligned with children’s cognitive abilities to avoid
imposing excessive cognitive load (García et al.,
2021). Consequently, the implementation of
gamification in ECE should adopt a selective and
targeted approach.
4.5 Relation to the Research Problem:
Early Childhood Education
The literature on ECE highlights tangible
challenges in the application of gamification,
particularly regarding the appropriateness of game
elements for children’s developmental stages. This
reality corresponds to the main research problem,
as the diversity in gamification implementation
often fails to consider the unique characteristics of
ECE. As a result, outcomes are inconsistent, and
generalizations become difficult. Therefore, a
systematic framework is needed to evaluate the
effectiveness of gamification strategies that are
specifically designed for early childhood education
contexts
4.6 Data Description: Meta-Analysis
Meta-analysis has been widely used in education to
combine findings from multiple studies, yielding
more accurate estimates of effect sizes. Marín-Díaz
et al. (2020) found that gamification had a
significant positive effect on students’ academic
achievement across various educational levels,
including ECE, with a Hedges’ g of 0.72 (Marín-
Díaz et al., 2020). Meta-analysis also provides
insights into moderator variables such as age,
subject area, and the game elements applied in
individual studies. Other research similarly shows
consistent positive effects of gamification on
motivation and learning outcomes, with variations
depending on platform and instructional approach
(Zeng et al., 2024).
4.7 Data Explanation: Meta-Analysis
Meta-analysis offers greater statistical power for
drawing conclusions compared to single studies.
Research by Mula-Falcón et al. (2022) revealed
that gamification had a significant effect on
learning motivation (SMD = 0.51) and academic
performance (SMD = 0.89), albeit with high
heterogeneity across studies (Mula-Falcón et al.,
2022). Similarly, a study by Nadi-Ravandi &
Batooli, (2022), which analyzed over 300 articles,
demonstrated that meta-analysis can identify key
variables influencing effectiveness, such as media
type, educational level, and intervention duration
(Nadi-Ravandi & Batooli, 2022). These findings
illustrate the potential of meta-analysis as an
objective tool for elucidating the impact of
gamification in ECE.
4.8 Relationship to the Research
Problem: Meta-Analysis
The body of literature concerning meta-analytic
approaches is highly relevant to the focus and
urgency of this study. Inconsistencies and
fragmented approaches identified in previous
research can be consolidated and clarified through
the integrative strength of meta-analysis. This
method enables the identification of effective
elements as well as moderating factors in the
application of gamification strategies within early
childhood education. Consequently, the findings of
this study are expected to address the limitations of
prior evidence syntheses and make a significant
contribution to the development of evidence-based
policy in early childhood education.
5 DISCUSSION
5.1 Substantive Summary of Research
Finding
The synthesis of the reviewed literature indicates
that gamification strategies in the context of early
childhood education (ECE) generally exert a
positive impact on children’s motivation,
engagement, and learning outcomes. However,
such effectiveness is not uniform; it depends on the
specific game elements employed, the duration of
the intervention, and the alignment with children’s
developmental characteristics. Furthermore, the
meta-analytic approach reveals that shorter
interventions and the use of specific elements—
such as badges and challenges—are more effective
in fostering children’s engagement compared to
overly complex or prolonged approaches (Kim &
Castelli, 2021). In the ECE context, these findings
underscore the importance of tailoring
gamification design to children’s developmental
needs.
Gamification in Early Childhood Education: A Meta-Analysis of Learning Outcames and Engagement
241
5.2 Discursive Relationship with
Previous Research
This study both reinforces and addresses gaps left
unresolved by prior research, particularly those
relying on narrative or qualitative approaches. For
example, the study by (Alejandro Lorenzo-Lledó,
2023)emphasizes that gamification enhances
student motivation and collaboration, yet it does
not statistically quantify the magnitude of this
effect. Conversely, the meta-analysis conducted by
Marín-Díaz et al. (2020) reports an aggregate effect
size of Hedges’
g = 0.72, indicating a significant
impact of gamification on students’ academic
achievement. The distinct contribution of the
present study lies in its statistically rigorous
synthesis based on strict inclusion criteria within
the ECE context—an approach that remains scarce
in the existing literature.
5.3 Reflection on the Research
Objectives
The findings of this study directly reflect the
achievement of the three main objectives that were
initially set. The evaluation of gamification
effectiveness demonstrated a positive impact on
children’s learning outcomes and engagement,
although design adjustments are necessary to align
with the context of early childhood education
(ECE). Furthermore, the study successfully
identified the most effective gamification
elements—particularly narrative features, digital
rewards, and short-term challenges. These findings
support the formulation of evidence-based policies
aimed at enhancing the quality of early childhood
learning. In addition, moderators such as children’s
age and the duration of intervention were found to
play a significant role in optimizing the successful
implementation of this strategy (Kareem & Khalid,
2024).
5.4 Implications of the Findings
The results of this study have implications in three
key domains: instructional design, teacher training,
and educational policy development. First,
teachers and instructional designers must be able to
create game-based learning experiences that are
not only enjoyable but also grounded in valid
psychological and pedagogical frameworks.
Second, ECE teacher training programs should
incorporate an understanding of effective
gamification design aligned with the
developmental characteristics of young children.
Third, these findings can serve as a foundation for
educational policy considerations that encourage
measured and targeted technology-based
innovations in the field of ECE (Aldhilan et al.,
2024).
5.5 Analysis of the Reasons Behind the
Findings
Several factors explain why the study results
indicate a generally positive yet varied
effectiveness of gamification. One key reason is
the variation in the application of game elements,
which do not always take into account children’s
cognitive development and mental load. When
elements such as competition become overly
dominant, children may experience pressure that
disrupts the learning process (Sailer & Homner,
2020). Conversely, the use of engaging narratives
and immediate feedback has proven more
effective, as it fosters a learning atmosphere that
supports children’s flow and autonomy. Moreover,
overly lengthy or complex designs reduce
effectiveness, as they tend to cause boredom
among young learners (Kim & Castelli, 2021).
5.6 Action Recommendations Based on
the Findings
Based on these findings, the primary action needed is
the development of age- and context-specific
guidelines for implementing gamification in early
childhood education. These guidelines should include
recommendations on suitable game elements, ideal
duration, and technology platforms that are adaptive
to children’s limitations. Additionally, regular
teacher training programs should be developed to
enhance understanding of gamification design and its
classroom application. At the policy level, the
integration of gamification into the ECE curriculum
should be grounded in meta-analytical evidence to
ensure that it is not merely a trend but delivers
tangible benefits for early childhood learning (Brick
et al., 2020). Thus, the results of this study provide a
solid foundation for advancing more innovative and
evidence-based ECE teaching practices.
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6 CONCLUSIONS
6.1 Key Findings
One of the most surprising findings of this study is
that the effectiveness of gamification in early
childhood education is not determined by how
advanced or complex the technology is, but rather by
the alignment of game elements with children’s
psychological needs and developmental stages.
Simple elements such as a strong narrative, light
challenges, and immediate feedback proved to be
more impactful than overly complicated digital
applications. In fact, in several studies, gamification
designed with a contextual approach and based on
social interaction produced far better learning
outcomes than strategies relying on high-tech
solutions. This finding challenges the common
assumption that the success of gamification always
depends on digital innovation.
6.2 Theoretica and Practical
Contributions
This research makes significant contributions to
scientific development, both theoretically and
practically. Theoretically, it expands the
understanding of the interconnection between Self-
Determination Theory, Flow Theory, and the
effectiveness of gamification in the context of early
childhood education, while strengthening the use
of meta-analysis as a relevant synthesis method for
the fields of developmental psychology and
educational technology. Practically, this study
provides evidence-based guidelines for teachers,
curriculum designers, and policymakers to
implement gamification strategies effectively in
early childhood learning. The recommendations
produced in this study can also serve as a reference
for teacher training and the development of more
effective interactive learning media.
6.3 Limitations and Diretions for
Future Research
Although this study applied a rigorous and
systematic data synthesis approach, there are
limitations in the scope of available studies,
particularly the limited access to primary data from
local contexts in developing countries. This should
not be seen as a weakness, but rather as an
opportunity for further, more contextually relevant
studies involving data from more culturally and
geographically diverse populations. Future
research may adopt a mixed-methods approach to
combine the depth of qualitative analysis with the
statistical strength of meta-analysis. Moreover, it is
essential to further explore the long-term influence
of specific gamification elements through
longitudinal studies to assess their impact on
character building and learning resilience in
children over time.
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