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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.
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
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Verification
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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.
This verification confirms the AZIZ OS resource record and its documented provenance. It does not establish authorship of the underlying external work.