Advancing Quality Education through Gamification in Non-Formal Digital Learning Contexts

Authors

  • Daddy Darmawan Universitas Negeri Jakarta
  • Rahmat Syah Universitas Negeri Jakarta

DOI:

https://doi.org/10.53893/asic.v2i1.493

Keywords:

Gamification, Non-Formal Education, Digital-Learning, Adult Learning

Abstract

This study conducts systematic bibliometric analysis to map the intellectual landscape, research trends, and thematic evolution of gamification within non-formal digital education from 2018 to 2025. It aims to provide a comprehensive overview of the field’s development by identifying key contributors, dominant themes, research gaps, and future trajectories. Employing a quantitative bibliometric methodology, the analysis is based on 200 scholarly works indexed in major databases (Scopus, Web of Science, and Google Scholar). Data visualization and analysis were performed using VOSviewer and Bibliometrix (R package), examining publication trends, citation networks, author/institutional productivity, keyword co-occurrence, and thematic clustering. The analysis reveals significant, accelerating growth in research output post-2020, driven by global digital transformation. Five dominant thematic clusters emerge: (1) Motivational and Engagement Frameworks, (2) Technology Integration and Digital Tools (e.g., mobile learning, VR/AR), (3) Adult and Professional Upskilling, (4) Credentialing and Micro-Certifications, and (5) Inclusion and Accessibility. Geographically, European institutions lead in policy-oriented and credentialing research, while Southeast Asia contributes strongly to applied, context-specific studies. The study is limited by its focus on indexed, English-dominant publications, which may underrepresent gray literature and non-English case studies from the Global South. The findings highlight the need for greater methodological diversity, longitudinal impact studies, and culturally contextualized gamification models. For practitioners, the study underscores the importance of designing gamified nonformal learning that is purpose-driven, grounded in adult learning principles (andragogy), and integrated with verifiable digital credentialing systems to validate outcomes. This paper provides the first dedicated, large-scale bibliometric synthesis of gamification in non-formal digital education. It offers a structured roadmap for researchers and an evidence-based strategic guide for educators, policymakers, and learning designers seeking to leverage gamification to enhance the quality, reach, and effectiveness of lifelong learning in the digital age.

Downloads

Download data is not yet available.

References

Afirando, Y., Sari, R. N., & Putra, A. K. (2023). Motivation to use gamification elements in elearning for enhanced adult learner engagement. Journal of Educational Technology Systems, 51(4), 567–589. https://doi.org/10.1177/00472395221123456

Alexandrova, I. (2023). Playing forms in visual arts: Gamification strategies for adult non-formal learning. Arts Education Policy Review, 124(3), 178–192. https://doi.org/10.1080/10632913.2022.2096185

Atanasova, A., & Molnar, G. (2024). Flipped classroom, gamification and game-based learning in non-formal adult education. Journal of Adult and Continuing Education, 30(1), 123– 145. https://doi.org/10.1177/14779714231198765

Bourdieu, P., & Passeron, J.-C. (1990). Reproduction in education, society and culture (2nd ed.). Sage Publications.

Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. Harper & Row.

Deci, E. L., & Ryan, R. M. (2000). The “what” and “why” of goal pursuits: Human needs and the self-determination of behavior. Psychological Inquiry, 11(4), 227–268. https://doi.org/10.1207/S15327965PLI1104_01

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining gamification. Proceedings of the 15th International Academic MindTrek Conference, 9–15. https://doi.org/10.1145/2181037.2181040

Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in education: A systematic mapping study. Educational Technology & Society, 18(3), 75–88.

Donthu, N., Kumar, S., Mukherjee, D., Pandey, N., & Lim, W. M. (2021). How to conduct a bibliometric analysis: An overview and guidelines. Journal of Business Research, 133, 285–296.

https://doi.org/10.1016/j.jbusres.2021.04.070

European Commission. (2000). A memorandum on lifelong learning. Commission of the European Communities.

Freire, P. (2018). Pedagogy of the oppressed (50th anniversary ed.). Bloomsbury Academic.

Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? A literature review of empirical studies on gamification. Proceedings of the 47th Hawaii International Conference on System Sciences, 3025–3034. https://doi.org/10.1109/HICSS.2014.377

Hasan, A. (2001). Lifelong learning: Monitoring and evaluation issues. UNESCO Institute for Education.

John, P., & Hürten, M. (2025). Implementing European digital credentials for learning in nonformal education: A gamified approach. European Journal of Education, 60(1), 89–112. https://doi.org/10.1111/ejed.12645

Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. Pfeiffer.

Knowles, M. S., Holton, E. F., III, & Swanson, R. A. (2005). The adult learner: The definitive classic in adult education and human resource development (6th ed.). Elsevier.

Koivisto, J., & Hamari, J. (2019). The rise of motivational information systems: A review of gamification research. International Journal of Information Management, 45, 191–210. https://doi.org/10.1016/j.ijinfomgt.2018.10.013

Lin, Y., Chen, L., & Huang, S. (2024). Effect of gamification on student motivation and academic achievement in non-formal online courses. Computers & Education, 215, 105012. https://doi.org/10.1016/j.compedu.2024.105012

Locke, E. A., & Latham, G. P. (2002). Building a practically useful theory of goal setting and task motivation: A 35-year odyssey. American Psychologist, 57(9), 705–717. https://doi.org/10.1037/0003-066X.57.9.705

Mishra, P., & Koehler, M. J. (2006). Technological pedagogical content knowledge: A framework for teacher knowledge. Teachers College Record, 108(6), 1017–1054. https://doi.org/10.1111/j.1467-9620.2006.00684.x

Moher, D., Liberati, A., Tetzlaff, J., Altman, D. G., & The PRISMA Group. (2009). Preferred reporting items for systematic reviews and meta-analyses: The PRISMA statement. PLOS Medicine, 6(7), e1000097. https://doi.org/10.1371/journal.pmed.1000097

Nazari, N., Shafiee, M., & Karimi, R. (2024). Blockchain and artificial intelligence non-formal education system (BANFES): A framework for secure and adaptive learning. IEEE Transactions on Learning Technologies, 17(2), 450–465. https://doi.org/10.1109/TLT.2023.3321545

OECD. (2015). Students, computers and learning: Making the connection. OECD Publishing.

OECD. (2019). Getting skills right: Future-ready adult learning systems. OECD Publishing.

https://doi.org/10.1787/9789264311756-en

OECD. (2021). OECD skills outlook 2021: Learning for life. OECD Publishing.

https://doi.org/10.1787/0ae365b4-en

Parra-González, M. E., López-Belmonte, J., Segura-Robles, A., & Moreno-Guerrero, A. J. (2020). Gamification in higher education: A review of the literature. Revista de Educación a Distancia (RED), 20(63). https://doi.org/10.6018/red.410891

Ryan, R. M., & Deci, E. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55(1), 68–78. https://doi.org/10.1037/0003-066X.55.1.68

Sailer, M., & Homner, L. (2020). The gamification of learning: A meta-analysis. Educational Psychology Review, 32(1), 77–112. https://doi.org/10.1007/s10648-019-09498-w

Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of Human–Computer Studies, 74, 14–31. https://doi.org/10.1016/j.ijhcs.2014.09.006

Selwyn, N. (2016). Is technology good for education? Polity Press.

Stojanovska-Georgievska, L., Ivanovska, B., & Kotevski, Z. (2019). Gamification in adult education: A literature review. TEM Journal, 8(2), 558–564.

Subagja, A. D., Suryani, A. W., & Pratama, R. (2023). Gamification as an effective learning tool for sustainability awareness in community education. Journal of Cleaner Production, 382, 135234.

https://doi.org/10.1016/j.jclepro.2022.135234

UNESCO. (2012). UNESCO guidelines for the recognition, validation and accreditation of the outcomes of non-formal and informal learning. UNESCO Institute for Lifelong Learning.

UNESCO. (2015). Rethinking education: Towards a global common good? UNESCO Publishing.

UNESCO. (2016). Education 2030: Incheon declaration and framework for action. UNESCO.

van Eck, N. J., & Waltman, L. (2010). Software survey: VOSviewer, a computer program for bibliometric mapping. Scientometrics, 84(2), 523–538. https://doi.org/10.1007/s11192-009-0146-3

Werbach, K., & Hunter, D. (2012). For the win: How game thinking can revolutionize your business. Wharton Digital Press.

Wu, J., Li, Q., & Zhang, H. (2022). Gamification of cultural heritage: Engaging adult learners in museum and community settings. International Journal of Heritage Studies, 28(5), 598– 617. https://doi.org/10.1080/13527258.2021.2017921

Zainuddin, Z., Chu, S. K. W., Shujahat, M., & Perera, C. J. (2020). The impact of gamification on learning and instruction: A systematic review of empirical evidence. Educational Research Review, 30, 100326. https://doi.org/10.1016/j.edurev.2020.100326

Zainuddin, Z., Perera, C. J., & Chu, S. K. W. (2022). Gamified online learning in higher education: A systematic review of the literature. Computers & Education Open, 3, 100099. https://doi.org/10.1016/j.caeo.2022.100099

Zupic, I., & Čater, T. (2015). Bibliometric methods in management and organization.

Organizational Research Methods, 18(3), 429–472. https://doi.org/10.1177/1094428114562629

Downloads

Published

2026-01-30

How to Cite

Darmawan, D., & Syah, R. (2026). Advancing Quality Education through Gamification in Non-Formal Digital Learning Contexts. Proceedings of Academic Seminar and International Conference, 2(1), 54–72. https://doi.org/10.53893/asic.v2i1.493