Table 6 Five key themes identified in designing gamified learning environments for women.
Theme | Sub-theme | Frequency | Study Codes* (n = 38) | Relevance to Research Questions |
|---|---|---|---|---|
Gender Dynamics & Perceptions in Gamification | Gender Stereotypes and Bias | 7 | C1, C17, C23, C34, C36, C37, C38 | RQ2; RQ3; RQ4 |
Gender Differences in Gamification Experiences | 8 | C17, C22, C24, C26, C34, C35, C37, C38 | RQ2; RQ3 | |
Feminist Perspectives | 7 | C22, C28, C29, C30, C33, C34, C36 | RQ2; RQ4 | |
Female Engagement Drivers in Gamified Learning | Engagement and Motivation | 11 | C2, C4, C5, C14, C19, C20, C25, C32, C33, C36, C37 | RQ2 |
Teacher’s Perspectives | 4 | C6, C18, C21, C29 | RQ2; RQ3 | |
Technology Integration | 5 | C7, C9, C10, C11, C16 | RQ3 | |
Contextual Gender Studies of Gamification | Health Professions Education | 3 | C8, C26, C29 | RQ2 |
Language Learning | 4 | C4, C14, C15, C28 | RQ2; RQ3 | |
Negotiation | 1 | C33 | RQ2; RQ3 | |
Teacher Education and Online Learning | 3 | C2, C6, C14 | RQ3 | |
Designing Gender-Sensitive Gamification | Game Mechanics | 5 | C17, C24, C34, C35, C37 | RQ3 |
Educational Apps | 3 | C7, C16, C31 | RQ3 | |
Delphi Method and Challenge-Based Gamification | 2 | C22, C29 | RQ3 | |
Gendered Learning Outcomes | 13 | C2, C3, C4, C5, C12, C13, C14, C19, C22, C26, C27, C31, C33, C36, C37, C38 | RQ2; RQ3 |