Table 6 Five key themes identified in designing gamified learning environments for women.

From: A systematic review of empirical studies on gamified learning environments for women in the last decade (2015–2025)

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

  1. (Author’s own work).
  2. *Codes of study are in Table S4.