The review of the fourteen studies showed that gamification was used in school leadership training and
professional development through various methods. These included simulation-based learning, serious games,
digital leadership platforms, and gamified professional learning modules. Most studies, like those by Baran
and AlZoubi (2021), Navarro and Santos (2023), and Romero and Usart (2020), found that gamified
interventions aimed to mimic real administrative scenarios. This allowed participants to make decisions, plan
strategically, and solve problems together without taking real-world risks.
These programs frequently included game elements such as points, badges, leaderboards, levels, and scenario-
based simulations. These elements motivated participants and provided feedback. In many instances,
gamification was part of blended or online leadership programs. These programs used digital tools like
interactive dashboards and virtual environments, as noted by Liao and Chou (2022) and Kim and Park (2020).
For example, Navarro and Santos (2023) observed that principal training programs in Southeast Asia included
digital simulation games where participants managed school operations, allocated resources, and resolved
conflicts. These tasks aligned with actual leadership skills. Similarly, De los Reyes and Bautista (2023) pointed
out how gamified platforms for future school leaders in the Philippines boosted engagement by offering instant
feedback, badges for milestones, and chances for reflection after each module.
The studies also showed that gamification acted as a tool for reflection and collaboration. Flores and Santiago
(2021) described how "serious games" encouraged discussion and self-assessment among instructional leaders.
Chen and Huang (2022) highlighted the use of cooperative tasks where participants earned collective points to
reach shared leadership objectives. These designs highlighted the social and collaborative aspects of
leadership, helping to build communities of practice that resemble real organizational teamwork.
The findings indicate that gamification has been used not just as a motivational tool but as a framework for
teaching leadership. It organizes leadership learning around experiences, goals, and feedback-rich
environments. By placing leadership training in interactive settings, gamified programs closely match
constructivist and experiential learning theories, which highlight learning through action, reflection, and
teamwork (Flores & Santiago, 2021; Martin & Clark, 2021).
These applications have important effects on educational leadership development. First, gamified designs can
turn traditional leadership training, which often depends on lectures or seminars, into practice-based learning
environments that reflect real-world challenges. Second, they can help develop adaptive leadership, which is
essential for managing the unpredictable and changing environments in 21st-century schools. Third, including
gamification in professional development programs promotes data-informed decision-making, as the
performance data from game systems can show evidence for personalized learning paths and tracking skills.
However, the review also showed that while the use of gamification is growing, many programs are still short-
term and exploratory. Long-term and large-scale implementations remain limited, which affects how broadly
findings can be applied. Future leadership training programs should therefore include ongoing, iterative
gamification frameworks and evaluate their long-term impacts on leadership effectiveness, retention, and
school outcomes.
RQ2: What evidence exists regarding the effectiveness of gamification in improving leadership skills,
decision-making, and collaboration among school leaders?
The studies reviewed consistently showed that gamification effectively improves leadership skills, decision-
making abilities, and collaboration among school leaders. Quantitative results from experimental and quasi-
experimental studies, such as those by Baran and AlZoubi (2021), Chen and Huang (2022), and Navarro and
Santos (2023), indicated significant boosts in participants’ motivation, engagement, and leadership
performance after gamified training. Participants felt more confident in solving problems, setting goals, and
analyzing situations after taking part in game-based leadership simulations.
Specifically, skills like communication, delegation, and ethical decision-making improved when leaders
engaged in simulation games that reflected real administrative challenges, as noted by Kim and Park (2020)
and Brown and Smith (2020). Decision-making became stronger through game mechanics that required
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