Gamification in Education and Its Impact on Critical Thinking Skills in Estonia

Authors

  • Toomas Ilves University of Tartu

DOI:

https://doi.org/10.47672/ajep.2650

Keywords:

Gamification, Education, Critical Thinking Skills

Abstract

Purpose: The purpose of this article was to analyze gamification in education and its impact on critical thinking skills in Estonia

Methodology: This study adopted a desk methodology. A desk study research design is commonly known as secondary data collection. This is basically collecting data from existing resources preferably because of its low cost advantage as compared to a field research. Our current study looked into already published studies and reports as the data was easily accessed through online journals and libraries.

Findings: Gamification in education enhances critical thinking by using challenges, rewards, and interactive learning. It boosts engagement, motivation, and problem-solving, helping students analyze, strategize, and adapt. This approach fosters creativity and deeper learning, making education more effective.

Unique Contribution to Theory, Practice and Policy: Self-determination theory (SDT), flow theory & constructivist learning theory may be used to anchor future studies on the gamification in education and its impact on critical thinking skills in Estonia. The implementation of gamification should be diverse, adaptable, and integrated across various learning environments to optimize its impact on critical thinking. To maximize the benefits of gamification in education, governments and policymakers should implement structural changes that support its adoption.

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Published

2025-03-06

How to Cite

Ilves , T. (2025). Gamification in Education and Its Impact on Critical Thinking Skills in Estonia. American Journal of Education and Practice, 9(1), 67 – 76. https://doi.org/10.47672/ajep.2650

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