**1. Introduction**

It is known that people have a tendency to play game [1]. It is essential to prepare enjoyable learning environments for people who are in need of new search for playing game and having fun. Gamification concept which appeals to users from every age has arised based on the idea of integrating structure of the games into education [2]. Although concept of game is too old,

© 2016 The Author(s). Licensee InTech. This chapter is distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/3.0), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. © 2018 The Author(s). Licensee IntechOpen. This chapter is distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/3.0), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.

concept of gamification is a new concept. Gamification has become the most popular topic of the last few years [3–5].

In recent years, it has been shown as a potential mechanism to enhance participatory participation through online work and practices that play games [17–19]. Firstly; it is done with points, graphics, level, competition etc. features. By adding features to otherwise ordinary tasks, it can create a more enjoyable and engaging experience for the user [20–22]. By using the features of the games, it is possible to make the testing experience less burdensome, thus reducing wear. In previous surveys, participants' personal report surveys have found that

A Review of Research on Gamification Approach in Education

http://dx.doi.org/10.5772/intechopen.74131

53

In the cases where the method of play is preferred in education, game elements such as rewards, points, rosettes come first in the design phase. Therefore, there are arguments that playing is a system that is rewarded only for learning, and that this is a negative effect on the motivation of students who are engaged in such a process [28]. Two systematic investigations have recently been conducted, with gaming playing an impact on 'online programs' (mostly e-learning) [29] and web-based mental health interventions. Looyestyn and his colleagues have found that playing games on objective measures of events such as the use of the program, number of visits to the website and contributions is a big influence. In contrast, Brown and colleagues assessed the effect of gaming on loyalty to online mental health intervention, and they have found that most games play only one game item, rather than just light applica-

According to Yilmaz and O'Connor, gamification studies aim to carry out human-human or human-computer interaction actively [31]. Accordingly, it is aimed to determine what to award at first, what kind of behavior is expected from individuals and more importantly what

According to Gartner Hype cycle, although gamification has become popular in recent years and it has begun to be used for educational purposes, it shows a rapid growth in order to meet the requirements in this context [32]. When topics related with gamification keywords are examined, it is seen that search on examples related with gamification and gamification education are at a high level [33]. When trends in gamification concept are compared based on regions, it was figured out that Singapore and South Africa were emerged as the first countries [33]. Gamification is commonly used in these countries since it support occupational training toward adults. It is known that gamification method is used by institutional organizations in order to increase satisfaction and efficacy among workers and increase product and

When the literature is examined, it seen that gamification is used in many different areas including marketing [34, 35], health [3, 36], sustainability, journalism, entertainment [3] and education [3, 35–38]. Gamification is taken really seriously in countries which frequently use technology. Professor Kevin Werbach from Pennsylvania University gives online education on gamification. This is lasting 10 weeks and it can be followed with Turkish subtitles. Certificate is also given at the end of education [39]. There are organizations in Turkey which realized the effect of gamification approach as well. The first gamification attempt named as "Gameatwork" was successful with the prepared web site. Gamification will be more prevalent when it is used in different areas and there will be various attempts when organizations

kind of options should be offered to maintain the system in a healthy way.

playing experiences are usually more fun than their non-play counterparts [23–27].

tion of games, but have little effect on effectiveness [30].

service quality in the organization [9].

continue to realize its effectiveness [40].

Gamification approach which emerges as the new face of education in the information age is defined as the process of including users into game [6]. According to Bunchball, gamification refers to make the components and mechanics of game more enjoyable through non-play activities in order to generate behavior change among individuals [7]. While gamification approach is an appropriate method for obtaining positive outcomes in education and it leads students to adapt new behaviors through motivating them, making them to study more or learn new things; it also aims to keep people's motivation high and facilitate attachment and certain behaviors [8]. Level completion, awarding, specialization, professional development which lead to addiction among individuals playing game are used for improvement in education. Therefore, using the system in games for instructional aims would both make instruction more enjoyable and allow individuals to change their behaviors [9].

It is necessary to look at the statistical data to understand why the concept of playing spreads so fast. The market size of the global gaming industry is 99.6 billion dollars by 2016. When the game revenues at the country level are examined by 2016, it is seen that China ranked first with 24.2 billion dollars, followed by the USA with 23.4 billion dollars and Japan with 12.4 billion dollars. Total Western Europe (Germany, France, England, Spain, Italy) totaling \$ 17.3 billion in game revenues. The top five countries in the industry dominate about 70% of total gaming revenues. There is an annual income of \$ 685 million to 16th in Turkey [10]. In Turkey there are more than 20 thousand internet cafe and is visited by 7.5 million active players each month here [11].

According to Game Designers, Developers, Producer and Publishers (OYUNDER), the average age of gamers in our country is 31 and there are more than 25 million active gamers. Every day, the average number of people playing on a daily basis is more than 10 million, and the average playing time is increasing all over the world [12]. about 30 million people in Turkey are active on the computer, playing digital games in the mobile phone or game console. Experts, an annual turnover of 600 million dollars in the sector in Turkey, said that the turnover of the world reached \$ 100 billion [13].

Turkey Games Market Report 2016; Turkey 14.5 million young people (above the EU average) and 46 million online user than 80 million people is a developing country with a young population and it is one of the most valuable gaming market potential in EMEA [14]. In a study conducted in the United States, the average age of those playing in the last 12 years is 37 years. This rate shows that excitement about playing games on the computer is at an advanced level. In addition, 61% of senior executives who participated in the study stated that they were playing during working hours. Lastly, an international survey shows that the ratio of the total population of regular electronic game players is 66% in Germany, 57% in Mexico, 53% in Russia and 52% in England [15].

These figures and studies show us that people are conscious and willing to play. In fact, this enthusiasm is growing day by day and the new generation is a full-fledged player profile. From this point of view, the excitement and motivation resources that people show to play games can be put into life. These motivators, dynamics and processes can be used to generate behavioral changes in order to increase productivity in real life [16].

In recent years, it has been shown as a potential mechanism to enhance participatory participation through online work and practices that play games [17–19]. Firstly; it is done with points, graphics, level, competition etc. features. By adding features to otherwise ordinary tasks, it can create a more enjoyable and engaging experience for the user [20–22]. By using the features of the games, it is possible to make the testing experience less burdensome, thus reducing wear. In previous surveys, participants' personal report surveys have found that playing experiences are usually more fun than their non-play counterparts [23–27].

concept of gamification is a new concept. Gamification has become the most popular topic of

Gamification approach which emerges as the new face of education in the information age is defined as the process of including users into game [6]. According to Bunchball, gamification refers to make the components and mechanics of game more enjoyable through non-play activities in order to generate behavior change among individuals [7]. While gamification approach is an appropriate method for obtaining positive outcomes in education and it leads students to adapt new behaviors through motivating them, making them to study more or learn new things; it also aims to keep people's motivation high and facilitate attachment and certain behaviors [8]. Level completion, awarding, specialization, professional development which lead to addiction among individuals playing game are used for improvement in education. Therefore, using the system in games for instructional aims would both make instruction

It is necessary to look at the statistical data to understand why the concept of playing spreads so fast. The market size of the global gaming industry is 99.6 billion dollars by 2016. When the game revenues at the country level are examined by 2016, it is seen that China ranked first with 24.2 billion dollars, followed by the USA with 23.4 billion dollars and Japan with 12.4 billion dollars. Total Western Europe (Germany, France, England, Spain, Italy) totaling \$ 17.3 billion in game revenues. The top five countries in the industry dominate about 70% of total gaming revenues. There is an annual income of \$ 685 million to 16th in Turkey [10]. In Turkey there are more than 20 thousand internet cafe and is visited by 7.5 million active players each month here [11]. According to Game Designers, Developers, Producer and Publishers (OYUNDER), the average age of gamers in our country is 31 and there are more than 25 million active gamers. Every day, the average number of people playing on a daily basis is more than 10 million, and the average playing time is increasing all over the world [12]. about 30 million people in Turkey are active on the computer, playing digital games in the mobile phone or game console. Experts, an annual turnover of 600 million dollars in the sector in Turkey, said that the

Turkey Games Market Report 2016; Turkey 14.5 million young people (above the EU average) and 46 million online user than 80 million people is a developing country with a young population and it is one of the most valuable gaming market potential in EMEA [14]. In a study conducted in the United States, the average age of those playing in the last 12 years is 37 years. This rate shows that excitement about playing games on the computer is at an advanced level. In addition, 61% of senior executives who participated in the study stated that they were playing during working hours. Lastly, an international survey shows that the ratio of the total population of regular electronic game players is 66% in Germany, 57% in Mexico,

These figures and studies show us that people are conscious and willing to play. In fact, this enthusiasm is growing day by day and the new generation is a full-fledged player profile. From this point of view, the excitement and motivation resources that people show to play games can be put into life. These motivators, dynamics and processes can be used to generate

behavioral changes in order to increase productivity in real life [16].

more enjoyable and allow individuals to change their behaviors [9].

turnover of the world reached \$ 100 billion [13].

53% in Russia and 52% in England [15].

the last few years [3–5].

52 Socialization - A Multidimensional Perspective

In the cases where the method of play is preferred in education, game elements such as rewards, points, rosettes come first in the design phase. Therefore, there are arguments that playing is a system that is rewarded only for learning, and that this is a negative effect on the motivation of students who are engaged in such a process [28]. Two systematic investigations have recently been conducted, with gaming playing an impact on 'online programs' (mostly e-learning) [29] and web-based mental health interventions. Looyestyn and his colleagues have found that playing games on objective measures of events such as the use of the program, number of visits to the website and contributions is a big influence. In contrast, Brown and colleagues assessed the effect of gaming on loyalty to online mental health intervention, and they have found that most games play only one game item, rather than just light application of games, but have little effect on effectiveness [30].

According to Yilmaz and O'Connor, gamification studies aim to carry out human-human or human-computer interaction actively [31]. Accordingly, it is aimed to determine what to award at first, what kind of behavior is expected from individuals and more importantly what kind of options should be offered to maintain the system in a healthy way.

According to Gartner Hype cycle, although gamification has become popular in recent years and it has begun to be used for educational purposes, it shows a rapid growth in order to meet the requirements in this context [32]. When topics related with gamification keywords are examined, it is seen that search on examples related with gamification and gamification education are at a high level [33]. When trends in gamification concept are compared based on regions, it was figured out that Singapore and South Africa were emerged as the first countries [33]. Gamification is commonly used in these countries since it support occupational training toward adults. It is known that gamification method is used by institutional organizations in order to increase satisfaction and efficacy among workers and increase product and service quality in the organization [9].

When the literature is examined, it seen that gamification is used in many different areas including marketing [34, 35], health [3, 36], sustainability, journalism, entertainment [3] and education [3, 35–38]. Gamification is taken really seriously in countries which frequently use technology. Professor Kevin Werbach from Pennsylvania University gives online education on gamification. This is lasting 10 weeks and it can be followed with Turkish subtitles. Certificate is also given at the end of education [39]. There are organizations in Turkey which realized the effect of gamification approach as well. The first gamification attempt named as "Gameatwork" was successful with the prepared web site. Gamification will be more prevalent when it is used in different areas and there will be various attempts when organizations continue to realize its effectiveness [40].

On the other hand, in education there are already processes like playground; students gain points when they achieve the desired learning goal, scores that they earn become grades, and at the end of the academic term they pass to the next level [28, 38]. Playing will allow students to have fun in the learning process [41, 42] or by giving the user an advantage in time management [43] motivation affects the positive direction. Although Samur is a new and popular method with a similar approach, when a limited number of studies conducted in the field of education are examined, it is generally stated that positive results are obtained in the processes involved in this method [44]. With a similar approach Buckley and Doyle are evaluating the fact that it provides individuals with the opportunity to experiment, make mistakes, gain experience and make sure that failure is not an end and that the individual can achieve his goal [28].

• Distribution of Studies Based on Type of Publication

• Distribution of the Studies Based on Research Sample • Distribution of the Studies Based on the Environments

• Distribution of the Studies Based on Theory/Model/Strategy • Distribution of Game Components, Dynamics and Mechanics

It was decided that the researcher should read all the researchers found in the result of the research. Data collected in the research were first evaluated in MS Excel by entering into meta-analysis programs. Gamification keyword was scanned in full-texts in Web of Science database without year restriction and 313 studies were obtained by November 2015. Web of Science Categories; Computer Science Theory Methods (n = 101), Education Educational Research (n = 83), Engineering Electrical Electronic (n = 82), Computer Science Information Systems (n = 79), Computer Science Interdisciplinary Applications (n = 48). Letter to editor, book reviews and meeting abstract were not included in the research (papers excluded n = 20). Since the number of studies on gamification in Web of Science database increase day by day, the present study included studies published before December 2015 and therefore, 313 studies in total were examined. The flow diagram depicts the flow of information through an up-down approach throughout the different stages of the process. The system is treated first in general terms. Then, the processes in the internal structure of the system shape up to the relationship between the number of defined, included and excluded entries and the reasons for exclusion (refer to S1 Appendix) [50]. Analysis of studies was carried out based on the common views of researchers in order to ensure reliability and validity. In digitization process of the data, if a study included two or more dimensions, frequencies were calculated through covering every dimension separately. Data were interpreted after constituting tables.

A Review of Research on Gamification Approach in Education

http://dx.doi.org/10.5772/intechopen.74131

55

Cohen's kappa statistical technic was used to calculate the relationship between category classification carried out by researchers and high level of inter-rater reliability was obtained (.96).

As it can be seen in **Graph 1**, research in gamification area have begun in 2011 and increased through the years. Therefore, it is not possible to observe academic studies on gamification before 2011. Eighty-two studies were obtained in 2015 since studies including December 2015

Distribution of the articles based on years is provided in **Graph 1**.

might not be added into the system.

**Graph 1.** Distribution of studies based on years.

• Distribution of Studies Based on Paradigms

• Distribution Based on Learning Area

According to Landers and Callan, gamification application for the education of students or individuals who wants to develop themselves has not yet become prevalent enough [45]. Findings in the literature also support this notion. It is seen that there are limited number of studies examining achievement, motivation and views of students in gamification approach. Examining studies related with gamification approach and identifying trends in these studies constitute the problem of this study. Therefore, this study is expected to contribute to researchers for future research.

Main aim of this study is to examine the studies related with gamification in Web of Science database and identify trends in the area of gamification based on these studies.
