The aim of this research is to systematically review the effectiveness of gamification technologies in biology education, which have been explored in various research studies conducted in different fields in recent years. Within this objective, a general overview of gamification usage in the field of biology education has been provided, focusing on research articles published in nationally and internationally important journals indexed in relevant databases. The research approach is a descriptive qualitative systematic review. To accomplish the research aim, articles related to "biology," "biology learning," "biology teaching," "game," "gamification," and "game-based learning" were examined using various combinations of keywords between January 2010 and December 2022 in databases such as Web of Science (WoS), SCOPUS, and TR index. The data obtained in the research were analyzed using both inductive analysis of descriptive data and analytic themes. According to the results obtained from the research, gamification has been found to have a significant impact on biology education. It has been observed that gamification technologies have positive effects on students' cognitive, social, and personal skills, enhancing motivation and supporting the learning processes in biology education. Furthermore, gamification technologies have been highlighted for their advantages in increasing learning effectiveness by providing student-centered and interactive learning experiences. However, it was also determined that gamification practices have certain disadvantages and challenges. It is believed that this systematic review will shed light on further studies and applications related to gamification practices in biology education, contributing to the field of educational sciences and technologies.


Biology education, game, gamification, systematic review.