Game-Based and Gamified Robotics Education: A Comparative Systematic Review and Design Guidelines
Syed Tanzim Mubarrat, Byung-Cheol Min, Tianyu Shao, E. Cho Smith, Bedrich Benes, Alejandra J. Magana, Christos Mousas, Dominic Kao
Abstract
Robotics education fosters computational thinking, creativity, and problem-solving, but remains challenging due to technical complexity. Game-based learning (GBL) and gamification offer engagement benefits, yet their comparative impact remains unclear. We present the first PRISMA-aligned systematic review and comparative synthesis of GBL and gamification in robotics education, analyzing 95 studies from 12,485 records across four databases (2014)(2015)(2016)(2017)(2018)(2019)(2020)(2021)(2022)(2023)(2024)(2025). We coded each study's approach, learning context, skill level, modality, pedagogy, and outcomes (𝜅 = .918). Three patterns emerged:
(1) approach-context-pedagogy coupling (GBL more prevalent in informal settings, while gamification dominated formal classrooms [𝑝 < .001] and favored project-based learning [𝑝 = .009]); (2) emphasis on introductory programming and modular kits, with limited adoption of advanced software ( 17%), advanced hardware ( 5%), or immersive technologies ( 22%); and (3) short study horizons, relying on self-report. We propose eight research directions and a design space outlining best practices and pitfalls, offering actionable guidance for robotics education.
• Human-centered computing → Human computer interaction (HCI); Interactive systems and tools.
Ask about this paper
Your agent reads all of it.
Lune indexed this paper to the last equation, along with the top-tier papers that cite it. Ask a question and the answer quotes them.
Your agent calls
Luneget_paper_fulltext
Free to start. No credit card required.
Terminal
Install the CLIlune papers fulltext 5f9f61a9-a957-4dbc-a1da-4b96cf1835b9Builds on2
- Body, Avatar, and Me: The Presentation and Perception of Self in Social Virtual RealityGuo Freeman, Divine MaloneyCSCW 2020 · 328 citations
- Born to Run, Programmed to Play: Mapping the Extended Reality Exergames LandscapeSukran Karaosmanoglu, Sebastian Cmentowski, Lennart E. Nacke, Frank SteinickeCHI 2024 · 37 citations
Related papers
- Outplay Your Weaker Self: A Mixed-Methods Study on Gamification to Overcome Procrastination in AcademiaJeanine Kirchner-Krath, Manuel Schmidt-Kraepelin, Sofia Schöbel, Mathias Ullrich et al.CHI 2024 · 14 citations
- Exploring the Influence of Interpersonal Relationships on Gamification Preferences in Collaborative IVR EnvironmentsShaoteng Ke, Lijie Zheng, Boon-Giin LeeIEEE VR 2025 · 2 citations
- Unequal Impacts of Augmented Reality on Learning and Collaboration During Robot Programming with PeersIulian Radu, Vivek Hv, Bertrand SchneiderCSCW 2020 · 39 citations
- Aligning Gamification with Learner Motivation: Insights from VR-Based Learning TasksYuxuan Bai, Yuzhu Wang, Pan Hui, Yuyang WangIEEE VR 2026
- Investigating the Motivational Game Elements in Game-based Interventions in School Context: A Literature ReviewMehmed Nihad Özkaya, Gökçe Elif BaykalCHI 2025 · 10 citations
