Game-Based and Gamified Robotics Education: A Comparative Systematic Review and Design Guidelines
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 (κ =.918). Three patterns emerged: (1) approach–context–pedagogy coupling (GBL more prevalent in informal settings, while gamification dominated formal classrooms [p
Fields of Study & Subjects
Educational Games and Gamification
Teaching and Learning Programming
Problem and Project Based Learning
Publication details
- Journal / source
- Proceedings of the 2026 CHI Conference on Human Factors in Computing Systems
- Publisher
- ACM
- Pages
- 1–26
- Publication date
- 13 April 2026