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Research Summary: Gamification and self-regulated learning in digital educational environments: a systematic review using an engagement dynamics–systems integration lens

Original authors
Attribution requires verification
Original source
Frontiers in Education
Summary & Analysis prepared by
Aziz Shuaib Ausi
Resource type
Research Summary / Knowledge Resource
Resource published on AZIZ OS
6 October 2026
Reading time
1 min
Publication type
Knowledge Resource
Availability
Open access
About this Summary & Analysis

AZIZ OS provides independently prepared summaries and analytical interpretations of externally published research and knowledge sources. The underlying works remain attributable to their original authors and rights holders. This resource is intended to improve accessibility and understanding and does not replace the original publication.

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A systematic review of empirical studies published since 2020 on gamification for self-regulated learning (SRL) in digital educational environments has been conducted. Utilising an Engagement Dynamics: Systems Integration (ED-SI) analytical lens, the review identified 44 studies across various educational levels, primarily higher education, focusing exclusively on self-regulatory processes.

Why it matters

This research provides critical insights into the effectiveness of gamification as a pedagogical tool for fostering self-regulated learning in digital contexts. Understanding these dynamics is crucial for developing robust educational technologies and strategies that enhance learner autonomy and performance across diverse educational settings.

Key insights

  • The review specifically synthesises empirical evidence from 2020 onward regarding gamification for self-regulated learning (SRL) in digital educational environments.
  • It employs an integrative analytical lens known as Engagement Dynamics: Systems Integration (ED-SI).
  • Self-regulated learning (SRL) is the sole focal construct, with self-directed learning and learner autonomy considered only as search synonyms.
  • Studies were included only if their measured constructs directly mapped to self-regulatory processes.
  • A total of 44 empirical studies were identified following PRISMA 2020 guidelines through searches in Scopus, Web of Science, ERIC, IEEE Xplore, and ACM Digital Library, covering January 2020 to December 2025.
  • The corpus of studies spans primary through adult education, with higher education representing the largest segment.

Source

Frontiers in Education — https://www.frontiersin.org/articles/10.3389/feduc.2026.1939666

Citation

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Verification ID
ASA-EXE-2026-01223
Version
v1.0 · r0
Issued
6 October 2026
Resource prepared by
Aziz Shuaib Ausi
Resource status
Research Summary / Knowledge Resource
Underlying work
Gamification and self-regulated learning in digital educational environments: a systematic review using an engagement dynamics–systems integration lens
Original authors
Attribution requires verification
Original source
Frontiers in Education
Provenance status
Attribution requires verification
Rights
Underlying publication rights remain with the respective copyright holder(s). Refer to the original source for authoritative publication and licensing information.

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