Experiential learning theory in serious games and gamification in the educational context: an integrative review
DOI:
https://doi.org/10.1590/SciELOPreprints.17530Keywords:
gamification, serious games, experiential learning, educational technologies, active learningAbstract
This study aimed to analyze how Experiential Learning Theory has been applied in
research addressing serious games and gamification in educational contexts. This integrative literature
review was conducted using the PICo strategy. Searches were performed in the Web of Science, Scopus,
and Biblioteca Virtual em Saúde databases, considering articles published in Portuguese, English, or
Spanish over the past ten years. The study selection process followed the PRISMA guidelines, resulting
in the inclusion of 20 articles, which were subjected to thematic analysis. The results indicate a
predominance of serious games over gamification strategies, highlighting the greater use of structured
game environments as pedagogical resources to promote learning experiences based on action, decision
making, and problem-solving. It was also observed that Experiential Learning Theory has frequently been
used as a conceptual foundation for the pedagogical design of games and gamified activities, although, in
some studies, its application is more descriptive than analytical. The findings suggest that serious games
and gamification have the potential to operationalize the principles of experiential learning in different
educational contexts. However, challenges remain regarding the conceptual clarity between these
approaches and the more systematic incorporation of the theory into the development and evaluation of
these pedagogical strategies.
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Copyright (c) 2026 Luana Cavalcante Cardoso Caetano, Lauro Vicente Marron da Silva Filho, Paulo Elias Gotardelo Audebert Delage

This work is licensed under a Creative Commons Attribution 4.0 International License.


