SYSTEMATIC REVIEW article
Front. Educ.
Sec. Teacher Education
A systematic literature review of the global experience of applying the gamification approach in teaching school geography
Provisionally accepted- 1Abai Kazakh National Pedagogical University, Almaty, Kazakhstan
- 2Al-Farabi Kazakh National University, Almaty, Kazakhstan
- 3Karaganda Buketov University, Karaganda, Kazakhstan
- 4Sh Esenov atyndagy Kaspiy memlekettik tekhnologiyalar zhene inzhiniring universiteti, Aktau, Kazakhstan
- 5Geographical Institute Jovan Cvijić, Serbian Academy of Sciences and Arts, Belgrade, Serbia
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The rapid development of innovative learning technologies in recent years has served as a basis for the transition from traditional teaching methods to interactive, learner-centered approaches. Among such methods, gamification is recognized as a promising pedagogical tool aimed at increasing students' interest, motivation and engagement in learning. This article proposes a systematic literature review (SLR) of research on the use of gamification in school geography teaching. This review followed the PRISMA protocol and PICOS criteria to ensure transparency and reproducibility. The purpose of the study-Evaluating the effectiveness and directions of gamification in geography lessons and identifying problems arising in the process of its implementation in practice. The research was based on the PRISMA methodology. The search in the international databases Scopus and Google Scholar initially resulted in 22,712 documents. After refining the search, duplicates and irrelevant papers were excluded and 40 scientific articles published between 2019 and 2024 were analysed in depth. VOSviewer software was used to visualise bibliometric connections and thematic clusters. The results showed that gamification has a positive effect on students' cognitive development, motivation and spatial reasoning. However, the use of subject-specific digital tools, adapting content to match students' learning styles, and assessing long-term changes in motivation have not been sufficiently explored. Experience with interactive maps, mobile applications and VR/AR technologies, especially in geography, is rare. Infrastructure, teacher training and challenges of adaptation in rural school settings also require attention. The results show that gamification has a positive effect on students' motivation and cognitive development, but the limitations are related to the small number of empirical studies and insufficient representation of developing countries. Future research should evaluate the long-term effects of gamification and the possibilities of its wider application in geography teaching.
Keywords: cognitive development, Game elements, gamification approach, school geography, Systematic Literature Review
Received: 20 Oct 2025; Accepted: 31 Jan 2026.
Copyright: © 2026 Nazerke, Issakov, Ussenov, Aubakirova, Bakirbayeva, Kadirbayeva, Assen, Nizamatdinova and Gajić. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
* Correspondence:
Yerlan Issakov
Tamara Gajić
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