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Experiential learning theory in serious games and gamification in the educational context: an integrative review

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DOI:

https://doi.org/10.1590/SciELOPreprints.17530

Keywords:

gamification, serious games, experiential learning, educational technologies, active learning

Abstract

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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Author Biographies

Luana Cavalcante Cardoso Caetano, State University of Pará

Nurse graduated from the State University of Pará (UEPA). Master’s degree in Nursing from UEPA. Specialist in Women’s and Children’s Health and in Surgical Nursing, both through residency programs. Specialist in Health Services Auditing from Faculdade Holística. Member of the G.A.M.E.S. research group – Gamification Applied to Teaching Methods and Health, where she conducts research on gamification and serious games.

Lauro Vicente Marron da Silva Filho, State University of Pará

Nurse graduated from the State University of Pará (UEPA). Specialist in Health Services Auditing and Occupational Nursing from Faculdade Holística. Member of the G.A.M.E.S. Research Group – Gamification Applied to Teaching Methods and Health, where he conducts research on gamification and serious games.

Paulo Elias Gotardelo Audebert Delage, State University of Pará

Psychologist, graduated from the Federal University of Juiz de Fora (UFJF), with a Master's degree and a Ph.D. in Behavior Theory and Research from the Federal University of Pará (UFPA). Professor at the State University of Pará (UEPA), teaching Scientific and Research Methodology since 2013 and serving as a permanent faculty member of the Graduate Program in Nursing since 2017. Leader of the G.A.M.E.S. Research Group (Gamification Applied to Teaching Methods and Health), where he conducts research on gamification and serious games

Submitted

08/20/2026

Posted

09/03/2026

How to Cite

Experiential learning theory in serious games and gamification in the educational context: an integrative review. (2026). In SciELO Preprints. https://doi.org/10.1590/SciELOPreprints.17530

Section

Educação em Revista

Plaudit

Research data

Cavalcante Cardoso Caetano, Luana; Vicente Marron da Silva Filho, Lauro; Gotardelo Audebert Delage, Paulo Elias, 2026, "Dados de replicação para: TEORIA DA APRENDIZAGEM EXPERIENCIAL EM JOGOS SÉRIOS E GAMIFICAÇÃO NO CONTEXTO EDUCACIONAL: REVISÃO INTEGRATIVA", https://doi.org/10.48331/SCIELODATA.XDCJUH, SciELO Data, V1