Barriers to gamification adoption in education: A systematic review of cultural, technological, and institutional challenges in developing countries
Authors:
- Khadijah Usman SamboKSKhadijah Usman Sambo
- Wesam ShishahWSWesam Shishah
- Labaran IsiakuLILabaran Isiaku
- 27 April 2025
- journal article
- review article
- Published by SAGE Publications in Information Development
Abstract
Gamification has emerged as a promising strategy to enhance engagement and learning outcomes in education. However, its adoption in developing countries faces persistent challenges. This study systematically reviews 43 research articles to identify key barriers to gamification adoption and provides new insights into their underlying causes. The findings highlight specific cultural misconceptions, such as the perception of gamification as mere entertainment rather than an educational tool, alongside language barriers and resistance to non-traditional teaching methods. Technological barriers, including limited access to digital devices, high costs, and low digital literacy, further hinder adoption. Institutional challenges, such as rigid curricula, insufficient teacher training, and a lack of supportive policies, exacerbate these issues. Unlike previous studies, this research not only categorizes these barriers but also provides a framework for addressing them. Specific policy recommendations include integrating gamification into national education strategies, subsidizing digital infrastructure, and designing teacher training programs focused on gamified pedagogy. By advocating for localized and context-sensitive gamification strategies, this study offers practical insights for educators, policymakers, and technology developers.Keywords
This publication has 83 references indexed in Scilit:
- Exploring the Potential of Gamification in Omani Higher Education Institutions: A Case Study UTAS Salalah, Oman2024
- Practices, purposes and challenges in integrating gamification using technology: A mixed-methods study on university academicsEducation and Information Technologies, 2023
- Design and evaluation of a remote synchronous gamified mathematics teaching activity that integrates multi-representational scaffolding and a mind tool for gamified learningEducation and Information Technologies, 2023
- Gamification and Game Based Learning for Vocational Education and Training: A Systematic Literature ReviewEducation and Information Technologies, 2023
- Determinants of the perceived usefulness (PU) in the context of using gamification for classroom-based ESL teaching: A scale development studyEducation and Information Technologies, 2022
- Tailored gamification in education: A literature review and future agendaEducation and Information Technologies, 2022
- Factors contributing to teachers’ acceptance intention of gamified learning tools in secondary schools: An exploratory studyEducation and Information Technologies, 2021
- Gamification of health professions education: a systematic reviewAdvances in Health Sciences Education, 2020
- Gamification of student peer review in education: A systematic literature reviewEducation and Information Technologies, 2020
- Are we ready for Gamification? An exploratory analysis in a developing countryEducation and Information Technologies, 2019