نوع مقاله : مقاله پژوهشی
موضوعات
عنوان مقاله English
نویسنده English
This study aimed to develop a multidimensional framework for the design and implementation criteria of gamification in education. A qualitative approach utilizing Braun and Clarke's thematic analysis method was employed. The research data comprised 14 relevant articles (10 international and 4 domestic studies) published between 2021–2026 (and 1400–1403 in the Solar Hijri calendar), which were purposefully selected after a systematic search and screening based on inclusion criteria. The analysis process involved repeated reading of the texts, extracting meaning units related to gamification criteria, primary coding, clustering codes, reviewing and naming themes, and ultimately extracting the overarching theme. As a result of the analysis, 20 initial codes were identified, organized into 12 basic themes (sub-themes), which were further grouped into five organizing themes. The organizing themes include: 1) Purposefulness and Educational Alignment, 2) Logic of Learning Experience Design and Component Cohesion, 3) Fairness and Inclusiveness, 4) Practical Implementation and Sustainability, and 5) Measurability and Iterative Improvement. The derived overarching theme revealed that high-quality gamification is achieved when it transcends fragmented, element-centric applications and evolves into a criterion-based, contextualized, and improvable process. This process integrates design decisions with implementation realities, establishes clear measurement indicators, and enables ongoing monitoring and gradual refinement. In addition to clarifying key criteria, the findings of this study provide a practical roadmap for teachers and instructional designers to design gamification aligned with learning objectives, uphold educational fairness, enable sustainable implementation in real-world conditions, and enhance intervention quality through phased assessment and revision.
کلیدواژهها English