Game-Based and Gamified Robotics Education: A Comparative Systematic Review and Design Guidelines
Syed T. Mubarrat, Byung-Cheol Min, Tianyu Shao, E. Cho Smith, Bedrich Benes, Alejandra J. Magana, Christos Mousas, and Dominic Kao

TL;DR
This systematic review compares game-based learning and gamification in robotics education, revealing their usage patterns, effectiveness, and offering design guidelines to enhance engagement and learning outcomes.
Contribution
First PRISMA-aligned review providing a comparative synthesis of GBL and gamification in robotics education with actionable design guidelines.
Findings
GBL more common in informal settings; gamification dominates formal classrooms.
Focus on introductory programming and modular kits; limited use of advanced tech.
Studies are short-term and rely on self-report measures.
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 (2014-2025). We coded each study's approach, learning context, skill level, modality, pedagogy, and outcomes (k = .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…
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