INTERNATIONAL JOURNAL OF RESEARCH AND INNOVATION IN SOCIAL SCIENCE (IJRISS)
ISSN No. 2454-6186 | DOI: 10.47772/IJRISS | Volume IX Issue XXVI November 2025| Special Issue on
et al., 2023). In the realm of primary education, where our young learners’ attention spans are shorter and the
need for interactive, meaningful engagement is critical, gamified approaches present a promising pedagogical
strategy. Furthermore, the younger generation has been heavily influenced by technology and instant access to
information and often exhibits a lack of motivation and interest in traditional classroom learning (Fiuza-
Fernández et al., 2022). For today’s young learners, often called digital natives, these game-like elements are
not just play; they are powerful motivators that can transform how children experience learning. Imagine a
classroom where solving a mathematics problem earns a digital badge, completing a reading task unlocks a new
level, and teamwork leads to climbing a leaderboard. This practice, widely known as gamification, is
increasingly being adopted in primary education as teachers and schools search for innovative ways to sustain
attention, nurture curiosity, and build foundational skills in the 21st century especially for the digital native.
The rise of gamification in education is no coincidence. As global education systems grapple with challenges of
engagement, motivation, and equity, gamification offers tools that resonate with children's lived experiences in
a digital world. Points, rewards, progress bars, and interactive challenges have been shown to not only stimulate
interest but also enhance learning outcomes when designed thoughtfully. Moreover, the COVID-19 pandemic
accelerated the adoption of digital learning platforms, pushing gamified solutions further into mainstream
primary classrooms worldwide. However, while gamification holds promise, the research landscape is
fragmented. Some studies highlight its ability to improve motivation and academic performance, while others
raise concerns about sustainability, teacher readiness, and over-reliance on extrinsic rewards. This diversity of
findings calls for a systematic review to better understand how gamification is being studied and implemented
in primary education. To address this gap, this paper conducts a bibliometric review of literature published
between 2017 and the present, using the Scopus database and Scopus Analyzer tools. This review paper has two
aims which are: 1) Map the growth and distribution of gamification research in primary education. 2) Identify
leading authors, institutions, and countries that shaping the field. This study provides educators, researchers, and
policymakers with a clearer picture of how gamification has evolved in primary education and what directions
may guide its development in the years to come.
Primary Education
Primary education represents the initial stage of formal schooling, focusing on fundamental skills such as
literacy, numeracy, and social development. While its purpose is globally recognized, the terminology and
structure vary significantly across regions. According to UNESCO (2017), primary education generally covers
children between the ages of 6 and 12, though national systems may extend slightly beyond this range. In Asian
countries, there is considerable variation. For instance, in Malaysia and Singapore, the system is called primary
school and covers six years of education (ages 7–12). In Japan, it is known as shogakko, lasting six years for
children aged 6 to 12. Meanwhile, India often distinguishes between primary school (Grades 1–5) and upper
primary or middle school (Grades 6–8), reflecting a broader categorization (Srivastava, 2020). In Europe, terms
differ by country but align closely with the International Standard Classification of Education (ISCED). For
example, in Germany, the stage is called Grundschule (Grades 1–4, ages 6–10), while in France it is école
primaire (ages 6–11). In South America, particularly Brazil, the stage is referred to as ensino fundamental I
(Grades 1–5, ages 6–10), while in Argentina it is educacion primaria (ages 6–12) (UNESCO, 2017). In Western
countries, the United States typically refers to this stage as elementary school, encompassing Grades 1 through
5 or 6 (ages 6–11), whereas in the United Kingdom, the term primary school is used for Reception through Year
6 (ages 5–11) (OECD, 2020). Similarly, in Australia, the term primary school is used to describe Kindergarten
through Year 6 (ages 5–12), while Canada often distinguishes between elementary school (Grades 1–6) and
junior high thereafter. Despite these variations, the shared purpose of primary education is consistent: to provide
the basic academic foundation, instill learning habits, and develop social and emotional competencies.
Importantly, this stage also serves as a critical period to address educational equity, as it is often compulsory and
universally accessible across most regions (UNESCO, 2017; OECD, 2020).
Theoretical Foundations of Gamification in Education
Gamification is the application of game elements in non-game contexts and has gained recognition as a powerful
pedagogical strategy. Its effectiveness in education is supported by established learning and motivational
theories. Table 1 below shows different game elements that can be applied to the non-game context.
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