Seeking the latest development in gamification research particularly in education whereby gamification is used to increase student engagement with the lessons and later improve their motivation to learn.
I found several items for YOU: "The next big trends in Gamification In Education Market 2026: Size, Share and Strategies" Published: Mar 15, 2019, MarketWatch, Inc. Available at: https://www.marketwatch.com/press-release/the-next-big-trends-in-gamification-in-education-market-2026-size-share-and-strategies-2019-03-15
Please find the others enclosed. This field is an emerging one, so as I am not a specialist, I rather do not present any other conclusions. Hope still I can be of assistance for you with these articles. Have a Nice Week! Yours sincerely, Bulcsu Szekely
Kindly find the attached references and this article as well: https://www.semanticscholar.org/paper/Gamification-and-student-motivation-Buckley-Doyle/c3627ebee2c21c9589ed68cb9843b66ba2ec912e
You could look at the Octalysis Gamification Framework. It is widely used in both academic and professional approaches to educational projects. This framework was designed by author Yu-kai Chou, and you will find it fully explained in his book "Actionable Gamification" avaliable at https://yukaichou.com/
This book was very usefull in my dissertation thesis, in which I experimented a gamifyed enviroment to teach Ethics to Business undergraduate students in Brazil. I tried to help them to achive a higher level of motivation through gamification, and well, it worths our effort.