No Place for Play-Ful Learning in Higher Education: An Interdisciplinary Critical Evaluation (2015–2025)

Authors

Sixbert Sangwa

Department of International Business and Trade, African Leadership University (Rwanda)

Emmanuel Ekosse

Department of International Business and Trade, African Leadership University (Rwanda)

Article Information

DOI: 10.47772/IJRISS.2025.910000402

Subject Category: Educational Management

Volume/Issue: 9/10 | Page No: 4872-4903

Publication Timeline

Submitted: 2025-10-20

Accepted: 2025-10-28

Published: 2025-11-13

Abstract

From 2015 to 2025, many universities across OECD systems adopted playful or game-informed methods to lift engagement. Yet large-scale indicators question their contribution to adult mastery. Objective: To interrogate whether playful learning strengthens or dilutes adult development in higher education, with special attention to delayed retention, transfer, resilience, and labour-market readiness. Methods: We synthesise secondary data from the OECD’s second Survey of Adult Skills (PIAAC) and U.S. releases by NCES, triangulate employer surveys on graduate readiness, and integrate recent meta-analyses on gamification/game-based learning and cognitive load. Results: OECD and NCES report that adult literacy and numeracy largely declined or stagnated over the past decade, with U.S. averages lower in 2023 than in 2017, and a distribution shift toward lower proficiency levels. Employers in 2024–2025 increasingly report shortfalls in resilience, self-awareness, and communication among new graduates. Meta-analytically, playful/game-based designs raise near-term engagement but show modest, context-dependent effects on achievement and limited evidence of superior delayed retention or transfer. Conclusions: In adult higher education, play is not a pedagogical end. Absent robust evidence of medium, durable learning gains, overt game mechanics should remain constrained and cognitively disciplined. Implications: We propose an adult-fit standard: cap explicit game mechanics unless independent evaluations demonstrate ≥0.20 SD gains on delayed outcomes, interpreted with contemporary benchmarks for education effects and accompanied by cognitive-load safeguards and reflective debriefs that convert “safe failure” into real resilience. Supporting evidence and sources are current to December 2024–May 2025.

Keywords

playful learning; higher education; adult development; cognitive load; grit resilience

Downloads

References

1. Abrams, Z. (2022, October 1). Student mental health is in crisis: Campuses are rethinking their approach. Monitor on Psychology, 53(7). American Psychological Association. https://www.apa.org/monitor/2022/10/mental-health-campus-care [Google Scholar] [Crossref]

2. Akridge, J., & Hummels, D. (2024, December 13). The skills gap: Don’t blame Gen Z, meet them where they are. Finding Equilibrium. https://findingequilibriumfuturehighered.substack.com/p/the-skills-gap-dont-blame-gen-z-meet [Google Scholar] [Crossref]

3. Alturki, U., & Aldraiweesh, A. (2023). Integrated TTF and self-determination theories in higher education: The role of actual use of the massive open online courses. Frontiers in Psychology, 14, Article 1108325. https://doi.org/10.3389/fpsyg.2023.1108325 [Google Scholar] [Crossref]

4. Arnett, J. J. (2000). Emerging adulthood: A theory of development from the late teens through the twenties. American Psychologist, 55(5), 469–480. https://doi.org/10.1037/0003-066X.55.5.469 [Google Scholar] [Crossref]

5. Aristotle. (1998). Nicomachean ethics (D. Ross, Trans.; rev. ed.). Oxford University Press. https://archive.org/details/in.ernet.dli.2015.264227 [Google Scholar] [Crossref]

6. Baltes, P. B., & Baltes, M. M. (1990). Psychological perspectives on successful aging: The model of selective optimization with compensation. In P. B. Baltes & M. M. Baltes (Eds.), Successful aging: Perspectives from the behavioral sciences (pp. 1–34). Cambridge University Press. DOI: https://doi.org/10.1017/CBO9780511665684.003 [Google Scholar] [Crossref]

7. Baugh, J. (2024). The importance of grit and resilience in education. Artemis Education. https://www.artemis-education.com/the-importance-of-grit-and-resilience-in-education/ [Google Scholar] [Crossref]

8. Becker, G. S. (1975). Human capital: A theoretical and empirical analysis, with special reference to education (2nd ed.). National Bureau of Economic Research. http://www.nber.org/chapters/c3730 [Google Scholar] [Crossref]

9. Bryant & Stratton College. (2024, December 19). Adult learning theory and your college journey: Unlocking secrets to effective adult communication. https://www.bryantstratton.edu/blog/news/adult-learning-theory-and-the-college-journey-unlocking-secrets-to-effective-adult-communication/ [Google Scholar] [Crossref]

10. Chang, C.-C., Liang, C., Chou, P.-N., & Lin, G.-Y. (2017). Is game-based learning better in flow experience and various types of cognitive load than non-game-based learning? Perspectives from multimedia and media richness. Computers in Human Behavior, 71, 218–227. https://doi.org/10.1016/j.chb.2017.01.031 [Google Scholar] [Crossref]

11. Chen, CH., Shih, CC. & Law, V. (2020). The effects of competition in digital game-based learning (DGBL): a meta-analysis. Education Tech Research Dev 68, 1855–1873 . https://doi.org/10.1007/s11423-020-09794-1 [Google Scholar] [Crossref]

12. Cloke, H. (2024, June 14). What is Malcolm Knowles’ Adult Learning Theory? Growth Engineering. https://www.growthengineering.co.uk/adult-learning-theory/ [Google Scholar] [Crossref]

13. Cuddeback, J. (2019, September 11). The difference between leisure and amusement. LifeCraft. https://life-craft.org/the-difference-between-leisure-and-amusement/ [Google Scholar] [Crossref]

14. Danner, L. K. (2016, July 4). Gamification: It’s in the game. E-International Relations. https://www.e-ir.info/2016/07/04/gamification-its-in-the-game/ [Google Scholar] [Crossref]

15. Dichev, C., Dicheva, D. (2017). Gamifying education: what is known, what is believed and what remains uncertain: a critical review. Int J Educ Technol High Educ 14, 9. https://doi.org/10.1186/s41239-017-0042-5 [Google Scholar] [Crossref]

16. Eisenberg, D., Lipson, S. K., Heinze, J., & Zhou, S. (2023). 2022-2023 Data Report: Healthy Minds Study. Healthy Minds Network. Retrieved from https://healthymindsnetwork.org/wp-content/uploads/2023/08/HMS_National-Report-2022-2023_full.pdf [Google Scholar] [Crossref]

17. Fischer, H., Pippig, M., Arnold, M., Farrand, Y., Leducq, S., Köhler, T., Letonja, M., Mertens, L., Müller, J., Slingerland, R., Urgacz, P., & Verhagen, R. (2024). Ideation, business modelling and leadership by gamification – Using digital playful learning in next generation entrepreneurship. In INTED2024 Proceedings (18th International Technology, Education and Development Conference, pp. 2697–2703). IATED. https://doi.org/10.21125/inted.2024.0742 [Google Scholar] [Crossref]

18. George, T. (2025, January 14). Mixed methods research: Definition, guide & examples. Scribbr. https://www.scribbr.com/methodology/mixed-methods-research/ [Google Scholar] [Crossref]

19. Gill, H. (2018, June 7). Is gamification and game-based learning the future of education? Leaderonomics. https://www.leaderonomics.com/articles/leadership/gamification-education-future [Google Scholar] [Crossref]

20. Gkintoni, E., Antonopoulou, H., Sortwell, A., & Halkiopoulos, C. (2025). Challenging Cognitive Load Theory: The Role of Educational Neuroscience and Artificial Intelligence in Redefining Learning Efficacy. Brain sciences, 15(2), 203. https://doi.org/10.3390/brainsci15020203 [Google Scholar] [Crossref]

21. Han, B.-C. (2020). The disappearance of rituals: A topological study of systems of power (D. Kwon, Trans.). Polity Press. DOI: http://dx.doi.org/10.62141/okh.v8i1.204 [Google Scholar] [Crossref]

22. Han, Y., & Xu, Z. (2024). Fostering college students’ mental well-being: The impact of social networking site utilization on emotion management and regulation. BMC Psychology, 12, 681. https://doi.org/10.1186/s40359-024-02186-7 [Google Scholar] [Crossref]

23. Hattie, J., & Hamilton, A. (2020). Real Gold vs. Fool’s Gold: The VISIBLE LEARNING™ methodology for finding what works best in education (Gold Paper). Corwin Press. https://www.visiblelearning.com/sites/default/files/Real%20Gold%20vs.%20Fools%20Gold_FINAL_app.pdf [Google Scholar] [Crossref]

24. Healthy Minds Network. (2023). 2022–2023 data report: The Healthy Minds Study. https://healthymindsnetwork.org/wp-content/uploads/2023/08/HMS_National-Report-2022-2023_full.pdf [Google Scholar] [Crossref]

25. Healthy Minds Network. (2025). 2023–2024 Healthy Minds Study national data report. University of Michigan. https://healthymindsnetwork.org/wp-content/uploads/2025/04/2023-2024-HMS-National-Data-Report_041525.pdf [Google Scholar] [Crossref]

26. Holflod, K. (2022). Voices of playful learning: Experimental, affective and relational perspectives across social education and teacher education. Journal of Play in Adulthood. Retrieved from https://www.journalofplayinadulthood.org.uk/article/1007/galley/763/view/ [Google Scholar] [Crossref]

27. Intelligent. (2024, September 13). 1 in 6 companies are hesitant to hire recent college graduates. Intelligent. https://www.intelligent.com/1-in-6-companies-are-hesitant-to-hire-recent-college-graduates/ [Google Scholar] [Crossref]

28. Institute of Student Employers (ISE). (2025, May 7). Employer barometer report: Graduate resilience and skills gaps 2024. https://www.timeshighereducation.com/news/almost-half-employers-think-graduates-lack-resilience [Google Scholar] [Crossref]

29. Institute of Student Employers. (2025, May 8). Employers concerned student use of AI misrepresents skills. https://ise.org.uk/knowledge/insights/416/employers concerned_student_use_of_ai misrepresents skills/ [Google Scholar] [Crossref]

30. James, A. (2019). Making a Case for the Playful University. In: James, A., Nerantzi, C. (eds) The Power of Play in Higher Education. Palgrave Macmillan, Cham. https://doi.org/10.1007/978-3-319-95780-7_1 [Google Scholar] [Crossref]

31. Knowles, M. S. (1990). The adult learner: A neglected species (4th ed.). Gulf Publishing. https://eric.ed.gov/?id=ED084368 [Google Scholar] [Crossref]

32. Kolb, D. A. (1984). Experiential learning: Experience as the source of learning and development. Prentice-Hall. https://www.researchgate.net/publication/235701029_Experiential Learning_Experience As The_Source_Of_Learning_And_Development [Google Scholar] [Crossref]

33. Kraft, M. A. (2020). Interpreting Effect Sizes of Education Interventions. Educational Researcher, 49(4), 241-253. https://doi.org/10.3102/0013189X20912798 [Google Scholar] [Crossref]

34. Langerock, N., Oberauer, K., Throm, E. V., & Vergauwe, E. (2025). The cognitive load effect in working memory: Refreshing the empirical landscape, removing outdated explanations. Journal of Memory and Language, 140, 104558. https://doi.org/10.1016/j.jml.2024.104558 [Google Scholar] [Crossref]

35. Lauricella, S., & Edmunds, T. K. (2022). Ludic pedagogy online: Fun, play, playfulness, and positivity. In Ludic Pedagogy (Chapter 20). https://doi.org/10.51357/HGJK8068 [Google Scholar] [Crossref]

36. Lee, J., Kim, D. (2025). From awareness to empowerment: self-determination theory-informed learning analytics dashboards to enhance student engagement in asynchronous online courses. J Comput High Educ 37, 1078–1118. https://doi.org/10.1007/s12528-024-09416-2 [Google Scholar] [Crossref]

37. LSA Learning & Teaching Technology Consultants. (2025, February 20). Playful Professors: Integrating Play into the College Classroom. University of Michigan LSA—Technology Services. https://lsa.umich.edu/technology-services/news-events/all-news/teaching-tip-of-the-week/playful-professors-integrating-play-into-the-college-classroom.html [Google Scholar] [Crossref]

38. Maden, J. (2022, November). Aristotle on why leisure defines us more than work. Philosophy Break. https://philosophybreak.com/articles/aristotle-on-why-leisure-defines-us-more-than-work/ [Google Scholar] [Crossref]

39. Mangeol, P. (2024). Coronavirus is changing the labour market – how can higher education respond? OECD Education and Skills Today. https://oecdedutoday.com/coronavirus-changing-labour-market-higher-education/ [Google Scholar] [Crossref]

40. Michaelides, S. (2025, February 4). Employers don’t want to hire new grads — can young professionals turn the tide in 2025? Allwork.Space. https://allwork.space/2025/02/employers-dont-want-to-hire-new-grads-can-young-professionals-turn-the-tide-in-2025/ [Google Scholar] [Crossref]

41. National Association of Colleges and Employers (NACE). (2023). Job outlook 2024. https://www.naceweb.org/docs/default-source/default-document-library/2023/publication/research-report/2024-nace-job-outlook.pdf [Google Scholar] [Crossref]

42. National Association of Colleges and Employers. (2024, December 9). What are employers looking for when reviewing college students’ résumés? https://naceweb.org/talent-acquisition/candidate-selection/what-are-employers-looking-for-when-reviewing-college-students-resumes [Google Scholar] [Crossref]

43. National Survey of Student Engagement (NSSE). (2023, August 15). NSSE 2023 institutional results released. Evidence-Based Improvement in Higher Education. https://nsse.indiana.edu/news-events/_news/2023/2023-08-11.html [Google Scholar] [Crossref]

44. Nesbitt, K., Blinkoff, E., Hofkens, T., Scott, M., Burchinal, M., Bustamante, A. S., Farran, D. C., Golinkoff, R. M., Kessler, S., de Kruif, R., Leslie, D., Levine, S., Owen, M., Pianta, R., Vandell, D. L., & Hirsh-Pasek, K. (2025, May 23). Teaching in the way human brains learn: First results from Active Playful Learning. Brookings. https://www.brookings.edu/articles/teaching-in-the-way-human-brains-learn/ [Google Scholar] [Crossref]

45. Nørgård, R. T., Toft-Nielsen, C., & Whitton, N. (2017). Playful learning in higher education: developing a signature pedagogy. International Journal of Play, 6(3), 272–282. https://doi.org/10.1080/21594937.2017.1382997 [Google Scholar] [Crossref]

46. OECD (2024), Do Adults Have the Skills They Need to Thrive in a Changing World?: Survey of Adult Skills 2023, OECD Skills Studies, OECD Publishing, Paris, https://doi.org/10.1787/b263dc5d-en. [Google Scholar] [Crossref]

47. OECD. (2024b). Adult skills in literacy and numeracy declining or stagnating in most OECD countries. OECD. https://www.oecd.org/en/about/news/press-releases/2024/12/adult-skills-in-literacy-and-numeracy-declining-or-stagnating-in-most-oecd-countries.html [Google Scholar] [Crossref]

48. OECD (2025), Trends Shaping Education 2025, OECD Publishing, Paris, https://doi.org/10.1787/ee6587fd-en. [Google Scholar] [Crossref]

49. Office for Students. (2023). National Student Survey 2023: Quality report. officeforstudents.org.uk/media/0d546ac2-2172-46c4-8fe1-2ee292729131/national-student-survey-2023-quality-report_15aug2023.pdf [Google Scholar] [Crossref]

50. Office for Students. (2023, August 10). National Student Survey 2023 results. https://www.officeforstudents.org.uk/news-blog-and-events/press-and-media/over-339-000-students-cast-their-views-in-national-student-survey/ [Google Scholar] [Crossref]

51. ONET OnLine. (2025). Stress tolerance (Work Styles). ONET OnLine. https://www.onetonline.org/find/descriptor/result/1.C.4.b [Google Scholar] [Crossref]

52. Page, M. J., McKenzie, J. E., Bossuyt, P. M., Boutron, I., Hoffmann, T. C., Mulrow, C. D., ... & Moher, D. (2021). The PRISMA 2020 statement: An updated guideline for reporting systematic reviews. PLOS Medicine, 18(3), e1003583. https://doi.org/10.1371/journal.pmed.1003583 [Google Scholar] [Crossref]

53. Pastor David. (2025, June 11). Ecclesiastes 7:4 meaning & explanation (with related verses). Christianity Path. https://christianitypath.com/ecclesiastes-7-4/ [Google Scholar] [Crossref]

54. Pieper, J. (1952). Leisure: The basis of culture (A. Dru, Trans.). Pantheon. https://ballyheaparish.com/resources/Leisure-The-Basis-of-Culture-copy-2.pdf [Google Scholar] [Crossref]

55. Postman, N. (1985). Amusing ourselves to death: Public discourse in the age of show business. Viking. https://interesi.wordpress.com/wp-content/uploads/2017/10/amusing.pdf [Google Scholar] [Crossref]

56. Ratinho, E., & Martins, C. (2023). The role of gamified learning strategies in student's motivation in high school and higher education: A systematic review. Heliyon, 9(8), e19033. https://doi.org/10.1016/j.heliyon.2023.e19033 [Google Scholar] [Crossref]

57. Ryan, R. M., & Deci, E. L. (2020). Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions. Contemporary Educational Psychology, 60, 101860. https://doi.org/10.1016/j.cedpsych.2020.101860 [Google Scholar] [Crossref]

58. Sangwa, S., & Mutabazi, P. (2025). Mission-Driven Learning Theory: Ordering Knowledge and Competence to Life Mission. Open Journal of Transformative Education & LifeLong Learning, 2(1). https://doi.org/10.5281/zenodo.17237330 [Google Scholar] [Crossref]

59. Sato, S., & Ueda, Y. (2025). First-year students’ new initiative of student-centered and research-based learning on global problem-solving. In Proceedings of the 2025 JSEE Annual Conference, International Session (W-03). Japanese Society for Engineering Education. https://doi.org/10.20549/jseeen.2025.0_10 [Google Scholar] [Crossref]

60. SHIFT Learning. (2025). Managing cognitive load is a delicate act of balance. SHIFT eLearning. https://www.shiftelearning.com/blog/design-elearning-to-protect-the-learner-from-overload [Google Scholar] [Crossref]

61. Skovbjerg, H. M., & Jensen, J. B. (2024). Could a playful approach to teaching be a path to resonant connections? Experiences from teacher education in Denmark. Frontiers in Education, 9, Article 1237116. https://doi.org/10.3389/feduc.2024.1237116 [Google Scholar] [Crossref]

62. Skovbjerg, H. M., Hijkoop, V. A., & Bekker, M. M. (2024). Playful learning: Linking play properties to learning designs - a higher education scoping review. Journal of Play in Adulthood, 6(1), 1-17. https://doi.org/10.5920/jpa.1329 [Google Scholar] [Crossref]

63. Skulmowski, A., & Xu, K. M. (2022). Understanding cognitive load in digital and online learning: A new perspective on extraneous cognitive load. Educational Psychology Review, 34(1), 171–196. https://doi.org/10.1007/s10648-021-09624-7 [Google Scholar] [Crossref]

64. Subhash, S., & Cudney, E. A. (2018). Gamified learning in higher education: A systematic review of the literature. Computers in Human Behavior, 87, 192–206. https://doi.org/10.1016/j.chb.2018.05.028 [Google Scholar] [Crossref]

65. Tanis, D. J. (2012). Exploring play/playfulness and learning in the adult and higher education classroom (Doctoral dissertation, The Pennsylvania State University). ProQuest LLC. https://eric.ed.gov/?id=ED554701 [Google Scholar] [Crossref]

66. Taylor, T. A. H., et al. (2022). Expanding the scope of extraneous cognitive load in higher education. Medical Science Educator, 32, 911–919. https://pmc.ncbi.nlm.nih.gov/articles/PMC9263515/ [Google Scholar] [Crossref]

67. Thomas, R. L. (1993). 1 Cor 13:11 revisited: An exegetical update. The Master's Seminary Journal, 4(2), 187-201. https://tms.edu/wp-content/uploads/2021/09/tmsj4g.pdf [Google Scholar] [Crossref]

68. Times Higher Education. (2022, November 23). Recruiters focus on graduate skills – survey. https://www.timeshighereducation.com/news/recruiters-graduate-skills-more-vital-university-reputation [Google Scholar] [Crossref]

69. U.S. Department of Education, National Center for Education Statistics. (2024). Highlights of the 2023 U.S. PIAAC results web report (NCES 2024-202). Washington, DC. https://nces.ed.gov/surveys/piaac/2023/national_results.asp [Google Scholar] [Crossref]

70. U.S. Department of Labor, Employment and Training Administration (US-ETA). (2025, July 1). Browse by work styles. O*NET OnLine. https://www.onetonline.org/find/descriptor/browse/1.C. [Google Scholar] [Crossref]

71. U-senyang, S. (2024). Experiential learning in action: Analyzing outcomes and educational implications. Journal of Education and Learning Reviews, 1(2), 13–28. https://doi.org/10.60027/jelr.2024.771 [Google Scholar] [Crossref]

72. Wells, S. (2018, June 13). Playful learning – notes from the reading group. Education works. https://educationworks.blogs.bristol.ac.uk/2018/06/playful-learning/ [Google Scholar] [Crossref]

73. Wicen, S. (2022, December 12). Weaving together mixed methods. Library Research Service. https://www.lrs.org/2022/12/12/weaving-together-mixed-methods/ [Google Scholar] [Crossref]

74. Whitton, N. (2010). Game Engagement Theory and Adult Learning. Simulation & Gaming, 42(5), 596-609. https://doi.org/10.1177/1046878110378587 (Original work published 2011) [Google Scholar] [Crossref]

75. Whitton, N. J. (2018). Playful learning: Tools, techniques, and tactics. Research in Learning Technology, 26, Article 2035. https://doi.org/10.25304/rlt.v26.2035 [Google Scholar] [Crossref]

76. Whitton, N., & Langan, M. (2018). Fun and games in higher education: an analysis of UK student perspectives. Teaching in Higher Education, 24(8), 1000–1013. https://doi.org/10.1080/13562517.2018.1541885 [Google Scholar] [Crossref]

77. World Economic Forum. (2023). The Future of Jobs Report 2023. https://www.weforum.org/publications/the-future-of-jobs-report-2023/ [Google Scholar] [Crossref]

78. Wu, X.-Y. (2024). Exploring the effects of digital technology on deep learning: A meta-analysis. Education and Information Technologies, 29(1), 425-458. https://doi.org/10.1007/s10639-023-12307-1 [Google Scholar] [Crossref]

Metrics

Views & Downloads

Similar Articles