Gamification and Gen Z in Higher Education: A Systematic Review of Literature

Gamification and Gen Z in Higher Education: A Systematic Review of Literature

Manisha Saxena, Dharmesh K. Mishra
DOI: 10.4018/IJICTE.20211001.oa10
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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 need 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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2. Review Of Literature

The first decade of the 21st century is witnessing the entry of Generation Z in tertiary education requiring adaptive learning methods both at the university level and workplaces. This generation is better equipped with technology than their teachers who belong to Generation X (referred to as technology migrants), thus prompting alteration in every aspect of the existing teaching-learning environment (Cilliers, 21st January 2017). A large number of people playing Pokemon Go which introduced the blending of physical and virtual spaces indicates the changing societal needs where the digital world and smartphones promise to be a game-changer (Lopez, 2016).

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