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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Gamified interventions for refugee children in primary education: A scoping study</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Katerina Bizota</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Maria Papadopoulou</string-name>
          <email>mpapadopoulou@nured.auth.gr</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>8th International GamiFIN Conference 2024</institution>
          ,
          <addr-line>GamiFIN 2024</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Aristotle University of Thessaloniki, Aristotle University Campus</institution>
          ,
          <addr-line>54124, Thessaloniki</addr-line>
          ,
          <country country="GR">Greece</country>
        </aff>
      </contrib-group>
      <fpage>55</fpage>
      <lpage>67</lpage>
      <abstract>
        <p>By the end of 2022, UNICEF reported a staggering figure of 45 million displaced children worldwide. A significant proportion of these children encounter obstacles in accessing and attaining quality education, particularly in the context of enriching learning opportunities in a second language. Gamification of learning is a design process that can augment an existing educational context by incorporating game elements. To grasp the nature and the full potential of gamification in language learning, a scoping study was applied to detect gamified interventions that were designed for refugee students aged 6-12 years old and implemented in various formal and informal environments. Research papers were selected and supplemented by web searches to trace online reports and relevant projects for refugees. In total, twenty-six (26) interventions were selected for the coding process. The findings were organized in a narrative synthesis of emerging learning practices that respond to several gamified perspectives relating to the needs and characteristics of the target population. The final section of the paper outlines lessons learned to inform practitioners on how to leverage gamification for future learning initiatives in various refugee settings.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Gamification</kwd>
        <kwd>language learning</kwd>
        <kwd>refugee</kwd>
        <kwd>primary education</kwd>
        <kwd>scoping study1</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Amidst the ongoing emergence of global crises (e.g.
conflicts, natural disasters), an estimated 45 million
children hailing from diverse cultural and linguistic
backgrounds were displaced by the end of 2022
seeking refuge in neighboring countries like Turkey
and Pakistan, as well as European nations, such as
Germany [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. As a result, schools are being
transformed into multicultural environments with the
commitment to uphold the right of an inclusive quality
education for all children. Nevertheless,
approximately half of all school-age refugee children
either remain excluded from educational
opportunities or face the imminent risk of
discontinuing their academic pursuits at various
stages [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. This new reality mandates a pedagogical
change to better serve these communities through
innovative practices that provide new pathways to
reconstruct traditional forms of learning and teaching
according to their needs.
      </p>
      <p>
        In this regard, gamified learning approaches could
be applied in education to augment or alter existing
learning processes [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Gamification is defined as “the
use of game design elements in non-game contexts” (p.
9) [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. In the educational context, gamification is
      </p>
      <p>
        0009-0001-7641-6884 (K. Bizota); 0000-0001-5167-7562 (M.
Papadopoulou)
considered a design process that aims to enhance
learning and instruction by incorporating game
elements [
        <xref ref-type="bibr" rid="ref3 ref4">3, 4</xref>
        ]. Regarding refugee-related research,
gamification is still an emerging theme with various
applications and techniques interrelated to the “game”
concept. Thus, extensive research in this area is
necessary to understand the nature of this approach
on the specific population and enable the
implementation of appropriate gamified interventions
aimed at refugee communities. Thus, the purpose of
this research is to ascertain which gamified features
can affect language learning for displaced students and
identify the key research priorities in gamification to
advance practice for children with a refugee
biography.
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. Refugee education 2.0</title>
      <p>
        While in wealthier countries enrollment levels have
demonstrated a considerable improvement, around
half of all school-age refugee children globally are
estimated to be out of school [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. Either living in a
conflict-affected developing country or a developed
country with fluctuating education enrollment, the
refugee group represents a heterogeneous population
with high capabilities that need to be harnessed.
Nevertheless, research is scarce regarding innovative
practices for children affected by emergencies [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ].
      </p>
      <p>
        As a starting point, language barriers have been
detected as the main hindrance to the integration of
refugee children and the main reason for dropping out
in the middle of the school year, regardless of the
transit position refugee populations live in [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Thus, it
is more concise to talk about an out-of-school group,
almost “invisible” to the host country. A social
presence practice that could be adjusted to the needs
of students in the learning space, offline or online, is
what might surpass the educational boundaries and
offer a more sustainable solution. According to
Castaño-Muñoz et al. [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], the use of technological
applications can facilitate integration and language
learning, providing collaborative opportunities and
guided learning. Towards this direction, digital
technologies have the practical advantage to
incorporate different languages, a feature that can
support students’ need to interact and communicate,
negotiate meaning as well as access academic content
in their home language(s) [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. Tauson and Stannard [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]
critically reviewed Edtech projects in humanitarian
settings, concluding that despite the lack of research
evidence in the field, digital technologies can improve
learning outcomes only if they are responsive to
students’ needs and contextually appropriate.
Subsequently, several studies have harnessed the full
potential of the digital era. Digital storytelling [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] and
multilingual apps, like Scribjab [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], have been tested
on school-age refugees. Likewise, virtual reality (VR)
and augmented reality (AR) have been leveraged for
refugee children in emergencies to increase their
exposure and “presence” to the world [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ].
      </p>
      <p>
        Moreover, Game-Based Learning (GBL) is
becoming a prominent research field with the advent
of serious games in education. Pedagogically rich
educational apps for refugee children have been
released or are currently under development [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ].
However, according to UNESCO [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], high-quality apps
can assist Second Language Acquisition (SLA) only if
they are integrated into a formal digital course as the
main classroom ecology or if they serve as
supplemented learning materials in an overall
gamified approach. In the same vein, Hagerman’s [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]
critical review of literacy interventions showed that
educational innovation has shifted to fixed
interventions with gamified elements for young
learners with a refugee background. However, he
pointed out that greater gains may be expected from
open interventions that gamify the context, emphasize
peer-to-peer collaboration, recognize the dynamic role
of the teacher, and include more opportunities for
children to interact with diverse digital literacy
practices.
      </p>
      <p>
        It could be concluded that research projects of
educational technology in displacement have started
to emerge with an inclination toward GBL [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] as
several digital applications have been developed,
aiming at language learning in a gamified form [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. If
we consider the relative increase of the refugee transit
zone, we can understand this approach as the only way
to keep learning on the move. Nevertheless, our
standpoint is that gamification as an open intervention
is more beneficial for refugee students because the
emphasis should be on the human aspect and the social
connectedness, while gamified applications and
platforms can be utilized as additional material in such
context.
3. Gamification and the refugee
population
Research on gamification of learning has increased
steadily during the last decade [
        <xref ref-type="bibr" rid="ref16 ref17">16, 17</xref>
        ]. Recent
metaanalyses have revealed positive effects on students’
affective, motivational, and behavioral learning
outcomes, affirming the efficacy of various
gamification design elements [
        <xref ref-type="bibr" rid="ref18 ref19">18, 19</xref>
        ]. However, as it is
indicated from literature, there is a dearth of studies
that precisely identify the specific game elements or
combinations thereof that exert influence on learning
outcomes [
        <xref ref-type="bibr" rid="ref17 ref19">17, 19</xref>
        ].
      </p>
      <p>
        Concerning pointification elements like points,
badges, and leaderboards (PBL), which are considered
the most prominent features of gamification, recent
findings showed no discernible differences in affective
or behavioral outcomes [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]. Literature suggests a
shift in the focus of empirical gamification studies and
practices beyond mere pointification. Various other
game elements, including quests, levels, storyline,
personalization, feedback, and collaboration, among
others [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] could be operationalized in a gamified
learning environment. However, the impact of some
gamification design features, such as
narrative/storytelling, and personalization, remains
inconclusive and necessitates further empirical
studies for a more comprehensive understanding of
their potential impact [
        <xref ref-type="bibr" rid="ref19 ref20">19, 20</xref>
        ]. Consequently, the
application of gamification in education currently
lacks a conclusive evidence regarding the overall
impact of gamification and, more specifically, the
influence of different gamification design elements
under varying conditions [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ].
      </p>
      <p>
        As gamification evolves towards a more advanced
stage, there is a pressing need for rigorous research
tailored to specific target groups and contexts. In the
current study, gamification is defined as a design
process that aims to change and improve existing
instruction by incorporating game design elements
[
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. It is important to note that while GBL and serious
games are also utilized in educational settings, they
differ substantially from gamification in terms of their
inherent nature and primary focus. Serious games
involve the creation and development of fully-fledged
games expressly designed for educational or training
purposes [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], whereas game-based learning serves as
the overarching framework within which these
serious games are applied [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ]. Clarity in
distinguishing these concepts is essential for a more
precise understanding and application of gamification
in various educational contexts.
      </p>
      <p>
        In the field of SLA, the systematic literature review
of Dehghanzadeh et al. [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ] verified that gamified
English as a Second Language (ESL) classes can deliver
an engaging and lucid experience, and at the same time
impact language learning. Nevertheless, there is a
scarcity of studies focusing on language learning
among the refugee population, with the majority of
research concentrating on secondary education [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ].
There is a lack of gamified interventions designed for
children with refugee experience, tailored to specific
educational levels and disciplines. It seems necessary
to consider the effectiveness of gamification in various
socio-cultural environments as that aspect is only
superficially addressed in the current state of the
literature [
        <xref ref-type="bibr" rid="ref19 ref23">19, 23</xref>
        ].
4. Methodology: the scoping
study
In the present study, the nature of gamification in
refugee education is examined as the field has not been
reviewed on an excessive scale before. A scoping study
methodology was employed to map gamified
interventions produced for and/or with refugee
students. In particular, a scoping study could provide
in-depth coverage of emerging fields rather than
assess the quality of pre-existing studies [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ].
According to Levac et al. [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ], a scoping study is
defined as a process of synthesizing a range of
evidence to convey the nature and full scope of a field.
For this purpose, Arksey and O'Malley [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ] provided
the following step-by-step approach: 1) identifying the
research question; 2) identifying relevant studies, in
multiple ways; 3) study selection, inclusion and
exclusion criteria; 4) charting the data; 5) collating,
summarizing, and reporting the results; and 6) a
consultation exercise, an optional step involving key
stakeholders to inform and validate study findings,
which is not included in the given study.
      </p>
      <p>The scope of the study is to review existing
research evidence and identify the game elements that
need to be taken into account when designing a
gamified intervention for language learning. Thus, the
research questions are:
• RQ1. What types of gamified interventions
were produced for and/or with refugee
elementary students?
• RQ2. Which gamified features affect language
learning?
• RQ3. What is the impact of those
interventions on the specific population?</p>
      <p>To answer the research questions, a search
strategy was adopted that involved the utilization of
different sources: a) electronic databases, b) reference
lists, and c) hand-searching for web projects. Preferred
Reporting Items for Systematic Reviews and
MetaAnalyses guidelines (PRISMA) were utilized to identify
primary studies on specific electronic databases.</p>
      <sec id="sec-2-1">
        <title>4.1. Inclusion and exclusion criteria</title>
        <p>Inclusion and Exclusion criteria were determined for
the selection of relevant studies, which are
summarized in Table 1. Interventions related to
serious games or GBL were included only if
gamification elements were present. Accordingly,
interventions referring to Information and
Communications Technology (ICT) innovations or
digital tools, but not encapsulating a gamified aspect,
were excluded during the screening process.</p>
        <p>
          Furthermore, in order to become aware of the overall
state of the research field we decided to include
projects that were launched recently by various
organizations without a documented quality
assessment since that is not a remit of the scoping
study. Moreover, articles published on non-specialized
web pages, as well as doctoral theses, among others,
were included. The research did not impose any
restrictions on the geographical area of research, or
the academic content (i.e., Language and
Mathematics). This inclusive approach was adopted
since studied material is typically delivered in the
languages of host countries, necessitating an
interdisciplinary perspective involving multiple
disciplines collaboratively supporting language
learning. Our priority was to exclude gamification
studies referring to ESL in the SLA field that had no
relevance to the refugee population. As Gürsoy and
Ertaşoğlu [
          <xref ref-type="bibr" rid="ref26">26</xref>
          ] stated, if researchers tend to focus only
on ESL, the invisibility of refugees in national
educational policy agendas will be perpetuated.
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>4.2. Study selection</title>
        <p>Studies were selected from six electronic databases
(BASE, Taylor and Francis Online, ERIC, Google
Scholar, IEEExplore, and Semantic Scholar).
Additionally, the search was extended to include web
searches to ensure a thorough and inclusive
exploration of the available literature. Several Boolean
operators were employed to cover a large area of
studies, as shown in Table 4 detailed in the Appendix.
The search strategy prioritized a combination of
keywords related to “gamification”, “refugee”, and
“education”. Regarding the keyword “refugee”,
“newcomer” was selected as an alternative, not
“migrant”, as the latter is not precisely connected to
the refugee definition and background. Also, these
terms were selected to reflect the dominant discourses
that shape the literature on refugee education. The
term "gamification" was approached through the use
of two additional concepts: "serious games" and
"game-based”. This strategic choice aimed to ensure a
more comprehensive coverage of relevant literature,
particularly in cases where databases may have shown
limited results or confusion across various concepts.
Broader concepts, which align with our research, were
utilized, like “digital games” or “games” as in some
cases evidence on “gamification” was nonexistent.
Moreover, the keyword “second language” was
preferred in several cases as an alternative to “refugee
education”. Given that our mapping targets young
ages, the educational group was specified as “primary
education”.</p>
        <p>The searches across the specified databases
yielded a total of 1,320 articles. In the identification
process, duplicates were removed, and 671 eligible
records were retrieved, and subsequently, the full
texts were examined to confirm adherence to inclusion
criteria. The screening process started with the
examination of all titles, excluding publications that
were evidently ineligible (n= 484), such as those
referring to secondary or tertiary education.
Subsequently, we assessed the eligibility of the
remaining publications (n=187) based on their
abstracts. The final step involved retrieving and
evaluating the full texts of the remaining publications
(n= 69). However, after a thorough evaluation, only 19
studies were found to best align with the established
inclusion criteria. Additionally, seven (7) more
interventions were identified through exploration of
various websites and scrutinizing the reference lists of
the selected articles.</p>
      </sec>
      <sec id="sec-2-3">
        <title>4.3. Charting the data</title>
        <p>The data that were extracted from each selected
research are displayed in Table 3 (i) Author(s), study
location (ii) Gamified intervention (iii) Sample and
Context (duration of the intervention) (iv) Game
elements and (v) Research variables.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>5. Results</title>
      <p>
        In the first part of this section, quantitative data will be
illustrated to review existing research evidence. Then,
codes are extracted and arranged in themes following
the research questions. To identify the features that
need to be considered when designing a gamified
intervention, a narrative synthesis is employed [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ].
The review will attempt to simplify the area by
creating sub-categories for key design features of
gamification that impact language learning.
      </p>
      <p>This scoping study generated 26 research
materials from 16 countries published between
20122022. Data demonstrated an incremental number of
publications after 2018, an expected increase due to
the continuous movements of populations after the
Syrian crisis. Focusing on the learner and the learning
environment to ascertain which gamified features
affect language learning in the case of displaced
students, sixteen (16) interventions were applied to
refugee-only selected classes, three (3) aimed at both
refugee and indigenous populations, while four (4)
applied in out-of-school populations. Moreover, two
(2) projects presented designed platforms with
gamified features. Regarding the learning setting,
gamification was integrated into school-based
interventions (n=14) as well as in informal settings
(n=10) such as camps and NGOs (RQ1).</p>
      <p>In respect to the types of gamified interventions
produced for and/or with refugee elementary
students, seven (7) interventions involved digital
games (e.g. serious games and collaborative games);
six (6) developed digital courses (e.g., Project Hope,
Akelius, CWTL, GeiaXara), four (4) web-based
platforms (e.g., Binogi, Classcraft PALM), one (1)
involved the use of AR, two (2) included exergames.
“Other” category (n=6) is referring to Mooc, OER,
board games, toolkit, and digital tools (e.g., Kahoot and
QR) (RQ1). Regarding game elements, the more
frequent ones were levels/challenges (n=17), points
(n=15), narrative/storytelling (n=14), feedback
(n=13), collaboration (n=13), freedom of choice
(n=10), and avatars (n=8). Furthermore, the impact of
the included interventions on the specific population
are traced on language learning (n=12) and social
adjustment (n=9), psychosocial well-being (n=6)
(RQ3). Also, engagement and motivation were
investigated in most studies.</p>
      <p>A qualitative narrative analysis of the gamified
educational interventions is applied to answer the
research questions and visualize how gamification
might be best used in various educational contexts to
improve designed interventions. Following the
principles of qualitative data analysis, a set of shared
codes was developed based on emerging themes found
in the literature.</p>
      <p>The codes included: Positive learning outcomes
and motivation to learn; Social adjustment and
Codesign; Multilingualism; Resilience and psychosocial
well-being; Autonomy and self-paced learning;
Blended approaches and the importance of teachers
(Table 22).</p>
      <sec id="sec-3-1">
        <title>Game elements</title>
        <p>Narrative, avatar, points,
feedback, collaboration,
levels/challenges
Narrative, feedback, points,
freedom of choice, levels
Feedback, collaboration,
score, challenges, avatars
Narrative
Feedback
Levels, freedom of choice,
collaboration, scoring system,
avatar
Narrative, levels, points,
feedback,
avatar
Narrative, feedback, points,
avatar, levels, freedom of
choice
Collaboration-competition,
points</p>
      </sec>
      <sec id="sec-3-2">
        <title>Research variables</title>
        <p>Engagement
Arabic literacy
Psychosocial
wellbeing
Psychosocial
wellbeing
Motivation
Attendance
Social integration
Language
development
Narrative
development
Language learning
Attendance
Hopelessness
Language
acquisition
Social integration
Arabic literacy
Psychosocial
wellbeing
Engagement
Language
acquisition
Language learning
Engagement
Narrative, points, challenges
Literacy skills
Storytelling, levels, avatar,
freedom of choice
Behavior change
Social adjustment
Narrative, freedom of choice,
collaboration-competition
Learning outcomes
5.1. Usage of gamified techniques
in educational initiatives
Referring to RQ1, several types of gamified
interventions were produced for and with refugee
elementary students, as demonstrated by the scoping
study, incorporating an array of technologies that can
Ages 6-10
Out-of-school
Children
Ages 8-12
N=11
Integration
classroom
Ages 8–15
Camp and
schoolbased setting
Ages 7-12
N=58
Mixed group
Formal education
School-age
students
Primary school
students
Ages 8-10
African–American
students
Formal education
Young refugees
and migrants
Ages 9–16
NGO
Ages 6–12
Primary school
Ages 6-12
Primary school
Blended learning
Age 9
Primary school
Ages 6–15
online
Ages 9-11
Mixed groups
Summer camp</p>
        <p>Narrative, feedback, points,
levels, freedom of choice
Narrative, PBL, challenges,
collaboration-competition,
avatars, freedom of choice,
feedback
Digital storytelling,
collaboration
Levels, collaboration, avatar
Points, feedback,
collaboration-competition
Narrative, gamified
environment (aesthetics)
Narrative, feedback, points,
levels, collaboration
Challenges, collaboration,
freedom of choice
Levels, PBL, feedback
Levels, PBL, feedback
Feedback, freedom of choice
online games
Interactive elements
Collaboration
Storytelling, digital and
physical reward systems,
levels
Game design
Usability
evaluation
Language
acquisition
Behavior change
Motivation
Co-design process
Intercultural
interactions
Language learning
Social inclusion
Engagement
Learning outcomes
Culturally relevant
material
Social inclusion
Co-creation
Language learning
Attendance
Affective outcomes
Language learning
Game design
assessment
Text production
Motivation
Attendance
be harnessed in a gamified approach, like gamified
platforms and courses, serious games, AR and VR,
digital tools and exergames. Each gamified technique
is presented in relation to the educational
environment of application, as well as the
interconnected students’ needs, producing a blueprint
of how to utilize them according to the educational
environment.</p>
        <p>
          Regarding formal education, multilingual
platforms and digital tools can be an asset. Le Pichon
et al. [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ] developed a gamified web-based multilingual
platform, namely Binogi, to support newcomer
students in mathematics and promote learning by
delivering academic content in students’ home
languages. The gamified content transfused a
stressfree environment and generated a sense of autonomy
in which heritage language(s) established their “space”
into the classroom. Additionally, a gamified
intervention took place in an integration classroom to
engage students with a refugee background in the
learning process and, attained learning goals [
          <xref ref-type="bibr" rid="ref52">52</xref>
          ]. The
researchers utilized a management learning system
(MLS), named Classcraft, with RPG features, and
created a fantasy scenario with specific quests and
guilds. Goula [
          <xref ref-type="bibr" rid="ref30">30</xref>
          ] gamified a lesson in a formal
multicultural classroom using handy digital tools like
Kahoot and QR codes. Dunn et al. [
          <xref ref-type="bibr" rid="ref31">31</xref>
          ] designed a
fantasy-based scenario to frame drama lessons in a
playful way for a multicultural classroom. By creating
a language context that was enjoyable and culturally
valuable, they achieved to accelerate language
development and create opportunities for agency.
        </p>
        <p>
          Moreover, an innovative practice is the
amalgamation of exergames [
          <xref ref-type="bibr" rid="ref32">32</xref>
          ], and gamification.
Breitbarth and colleagues [
          <xref ref-type="bibr" rid="ref32">32</xref>
          ] designed an exergame
called HOPSCOTCH, examining whether it could be
used as a teaching tool to support newcomer children
in acquiring the German language. The game was
implemented in an integration classroom and the
installation with the sensors was freely accessible
throughout the day. Interestingly, AR held a special
place in the heart of a gamified context providing
authentic learning environments, turning the table to
a more engaging experience for learners [
          <xref ref-type="bibr" rid="ref50">50</xref>
          ]. An
interesting paradigm comes from the work of
Papadakis et al. [
          <xref ref-type="bibr" rid="ref47">47</xref>
          ], who created an AR board game to
promote cultural awareness in a public school. The
importance of this initiative was the endeavor to give
voice to refugee students and the means to negotiate
their cultural narratives and identities into the
classroom promoting a new focus for cultural
awareness games, not just for non-refugee people, but
rather for intercultural interaction.
        </p>
        <p>
          Moving on to nonformal education, Akelius [
          <xref ref-type="bibr" rid="ref28">28</xref>
          ], a
digital course, was designed by UNICEF for school-age
children, aiming to prevent dropping out and
accelerate language learning through a blended
approach. Can’t Wait to Learn (CWTL) [
          <xref ref-type="bibr" rid="ref48">48</xref>
          ], a Digital
Game-based Learning (DGBL) system, was designed
for out-of-school children in humanitarian settings to
enable basic Math education. The system deploys
game mechanics to deliver high-quality, self-paced,
and contextually appropriate educational content,
from which children can access formal curriculum
through sequenced mini-games and instructional
videos. In the same vein, Antura and the Letters [
          <xref ref-type="bibr" rid="ref33">33</xref>
          ],
and Feed the Monster [
          <xref ref-type="bibr" rid="ref34">34</xref>
          ] are two prominent digital
games that support Arabic literacy skills for Syrian
children living in camps through gamified features,
like PBL, narration, and personalization. Moreover, a
DGBL intervention for children living in slums and
refugee settlements was developed in Pakistan to
develop literacy skills [
          <xref ref-type="bibr" rid="ref35">35</xref>
          ]. Batzia and De Smet [
          <xref ref-type="bibr" rid="ref36">36</xref>
          ]
designed a serious game to teach mathematics to
unaccompanied minors, making visible the need of
representing the specific group in literature. Though
the game is designed for high-school-level
mathematics, it can be adapted to less advanced levels.
Berkling et al. [
          <xref ref-type="bibr" rid="ref51">51</xref>
          ] developed an innovative
RolePlaying Game (RPG) connected to third-party
edugames (OER), for out-of-school students, to deliver
basic literacy skills. The designed Massive Open Online
Course (MOOC) community hosted thousands of
children, who had the opportunity to playfully access
new learning content everywhere and at any time.
Thus, Open Educational Recourses (OER) and Moocs
can provide learners with an array of available digital
tools that integrate multimodal features to enhance
vocabulary and foster intercomprehension.
        </p>
        <sec id="sec-3-2-1">
          <title>5.2. Game elements exerting impact in SLA for refugee students</title>
          <p>Regarding RQ2, specific game elements promote
language learning through engagement, motivation
and social interaction. Furthermore, certain gamified
features not only enhance the learning process but also
reinforce feelings of joy and pleasure during the
educational experience. This, in turn, may contribute
to a reduction in emotional symptoms and potentially
lead to more effective second language learning for
displaced students. The elements of gamification that
seem to have a positive impact on the study population
are: narrative/storytelling, points and feedback,
freedom of choice/personalization, challenges/levels
and collaboration.</p>
          <p>
            Narrative/storytelling: According to the data
analysis, narrative was employed in 14 out of the 26
gamified interventions. In some interventions
narrative was integrated into formal educational
settings as a story or a fictional world to provide an
engaging framework for problem-solving. In Batzia
and De Smet [
            <xref ref-type="bibr" rid="ref36">36</xref>
            ], the classroom was adapted to
respond to the game scenario creating a meaningful
backdrop for the learning experience, affecting
learners’ performance over mathematical concepts.
Bizota and Makri [
            <xref ref-type="bibr" rid="ref52">52</xref>
            ], utilized storytelling techniques
and the avatar system incorporated in Classcraft to
construct a blended learning fantasy scenario to assess
applied grammar knowledge among refugee students.
Through this approach, students actively participated
in assessment and successfully completed the quests
within a collaborative-competitive mode. On the other
hand, serious games with embedded narrative context
are employed to elicit curiosity and create a
meaningful backdrop [
            <xref ref-type="bibr" rid="ref29 ref35 ref51">29, 35, 51</xref>
            ] for out-of-school
students to keep learning. Thus, the incorporation of
game fiction in refugee education demonstrates
correlation with behavioral outcomes [
            <xref ref-type="bibr" rid="ref17">17</xref>
            ].
          </p>
          <p>
            Freedom of choice/personalization: In some
studies, the increased sense of control over learning
played a decisive role in the success of the gamified
system, as children had the freedom to choose their
tasks and content [
            <xref ref-type="bibr" rid="ref39">39</xref>
            ]. In Le Pichon et al. [
            <xref ref-type="bibr" rid="ref7">7</xref>
            ], the most
prominent feature was freedom of choice, as the
webplatform, installed locally in the school, allowed
refugee students to access content in their own
language, enhancing their learning autonomy and
positive attitude towards learning. Refugee students
felt empowered and increased their comprehension
over content-related topics. Additionally, in CWTL
project [
            <xref ref-type="bibr" rid="ref48">48</xref>
            ] for out-of-school populations, students
particularly enjoyed the autonomy the game afforded,
in terms of choosing characters within the game and
being able to listen to instructions when they wanted.
In this case, the children were able to manipulate and
personalize the content to align with their needs and
cultural features. Lastly, gamification holds the
premise to support teachers, providing a pedagogical
tool to personalize learning allowing children to learn
at their own pace [
            <xref ref-type="bibr" rid="ref37">37</xref>
            ].
          </p>
          <p>
            Challenges and levels: Challenges and a level
system, the most distinctive elements of video games,
were identified in 17 interventions. While, in most
studies, these features were related to a sense of
mastery and achievement [
            <xref ref-type="bibr" rid="ref35 ref41 ref44 ref7">7, 35, 41, 44</xref>
            ], a nuance was
exhibited in two interventions [
            <xref ref-type="bibr" rid="ref51 ref7">7, 51</xref>
            ], in which the
progression through levels resembled the formal
curriculum of the host country for out-of-school
students. Particularly, in Pynnönen et al. [
            <xref ref-type="bibr" rid="ref35">35</xref>
            ] the game
provided automatically scaling learning content,
which helped the children progress at their own pace.
The adaptive nature of the game ensured that the
children were appropriately challenged, preventing
boredom or frustration, and maintaining their
engagement.
          </p>
          <p>
            Collaboration: Collaboration was determined as
an important component of an effective gamified
intervention for the group of children with a refugee
background. A collaborative exergame [
            <xref ref-type="bibr" rid="ref45">45</xref>
            ] provided a
platform for interaction that transcends language
barriers, allowing students with a diverse linguistic
background to communicate and connect through
non-verbal means. In Breitbarth's [
            <xref ref-type="bibr" rid="ref32">32</xref>
            ] multicultural
setting, students were given the choice to play together
an exergame to complete language activities resulting
in the development of new mixed social groups.
Furthermore, an entertaining collaborative videogame
was used as a mediation tool to bridge cultural
differences between native and refugee students by
promoting intercultural interaction through gameplay
[
            <xref ref-type="bibr" rid="ref44">44</xref>
            ]. Moreover, collaboration together with
competition proved strong incentives in learning the
target language [
            <xref ref-type="bibr" rid="ref30 ref36 ref38 ref52">30, 36, 38, 52</xref>
            ]. In Goula [
            <xref ref-type="bibr" rid="ref30">30</xref>
            ] the
results indicated that students in a multicultural
classroom attained the language goal through
interchangeable collaboration and competition
episodes. This suggests that evoking social
interactions through gamification, particularly
through a combination of collaboration and
competition, can positively impact behavioral learning
outcomes [
            <xref ref-type="bibr" rid="ref17">17</xref>
            ].
          </p>
          <p>
            PBL and feedback: According to data, points and
feedback are combined in several gamified systems.
Feedback was linked to a classroom management
system, such as in the cases of GeiaXara [
            <xref ref-type="bibr" rid="ref49">49</xref>
            ] and
Project Hope [
            <xref ref-type="bibr" rid="ref37">37</xref>
            ] or as a rewarding system in Hareide
et al. [
            <xref ref-type="bibr" rid="ref29">29</xref>
            ], which affected their reading behavior.
Moreover, for out-of-school populations, four serious
games incorporated PBL and instant feedback to
enhance students’ motivation to keep learning without
the support of a teacher [
            <xref ref-type="bibr" rid="ref33 ref34 ref35 ref48">33-35, 48</xref>
            ]. The data indicated
that interactive features, like rewards and corrective
feedback, can increase students’ motivation,
selfesteem, and engagement in the learning process [
            <xref ref-type="bibr" rid="ref28 ref33">28,
33</xref>
            ]. Notably, these improvements extended to literacy
skills, with the gamified intervention even yielding
literacy levels comparable to those of a control group.
Regarding pointification elements in language
learning, such as awards and points, the data
demonstrated that it could be beneficial for
out-ofschool students’ behavioral and motivational learning
outcomes. Nevertheless, the positive impact of PBL in
a gamified learning environment should not be
attributed solely to PBL itself but rather seen as a
result of a synergistic combination with other
elements. [
            <xref ref-type="bibr" rid="ref18">18</xref>
            ].
          </p>
        </sec>
        <sec id="sec-3-2-2">
          <title>5.3. Gamified approaches</title>
          <p>according to students’ needs
Moving on to RQ3, the scoping study demonstrated
that several types of gamified interventions exerted an
impact on three areas of interest regarding student’s
needs, namely language learning, psychosocial
wellbeing, and social adjustment. Following this
perspective, four categories emerged that highlight
how gamification can be applied to refugee education
according to the three areas of interest: 1)
Gamification and multilingualism, 2) Gamification and
autonomous learning, 3) Gamification and co-design,
and 4) Gamification and psychosocial well-being.</p>
          <p>
            Gamification and multilingualism: Some
interventions proposed the use of gamification along
with multilingual features to harness first language(s)
(L1) as a means to facilitate second language (L2) and
invest on students’ cultural capital. The results
indicated that the integration of different languages in
a gamified context is of particular relevance to the
education of refugee students, a feature that can be
exploited to allow students to access academic content
in their home language. An illustrative example is
found in Le Pichon et al. [
            <xref ref-type="bibr" rid="ref7">7</xref>
            ], where a gamified
multilingual platform provided students with access to
content in their native language. Students expressed
appreciation for the gamified nature of the platform, as
it rendered language learning more enjoyable and less
stressful. This was achieved by allowing them to utilize
their preferred languages, select from various
contenttopics, and dictate the pace of their learning. Last but
not least, L1 should be capitalized as a resource for L2,
as in the case of Antura and the Letters [
            <xref ref-type="bibr" rid="ref33">33</xref>
            ], and Feed
the Monster [
            <xref ref-type="bibr" rid="ref34">34</xref>
            ] defending the interdependence of
languages in SLA. An interesting part about these apps
is that they promote L1 for Syrian refugees, developing
a multilingual culture rather than an English-dominant
narrative, bringing to the fore the interrelation
between the host and heritage languages.
          </p>
          <p>
            Gamification and psychosocial well-being: Six
interventions attempted to support refugee children
by promoting psychosocial well-being and resilience
through a dynamic representation of themselves and
by providing a caring and nurturing learning
environment [
            <xref ref-type="bibr" rid="ref37">37</xref>
            ]. It is quite common that children
that are exposed to crisis-affected settings can
experience toxic stress, which in turn affects their
learning ability [54].
          </p>
          <p>
            A first attempt towards that direction was
proposed at the EduApp4syria competition, where the
two award-winning mobile applications Antura and
the Letters [
            <xref ref-type="bibr" rid="ref33">33</xref>
            ], and Feed the Monster [
            <xref ref-type="bibr" rid="ref34">34</xref>
            ] were
designed to nurture psychosocial wellbeing. In
particular, Feed the Monster exhibited significant
emotional effects as students immersed themselves in
a storyline designed to nurture hope for a future self.
The game follows the pedagogical framework of
socialemotional learning to address psychosocial well-being
by applying life skills and decision-making. Moreover,
the CWTL digital course [
            <xref ref-type="bibr" rid="ref48">48</xref>
            ] yielded significant
improvements in both literacy and psychological
wellbeing among refugee students, as evidenced in a
comparison with the state-provided education for
outof-school children. These positive outcomes were
observed six months after the initiation of the
program, involving a sample size of 221 participants.
It's worth noting, however, that there were no
significant differences between groups in terms of
child-reported hope, and there was evidence of a
significant negative intervention effect on
childreported self-esteem. It is essential to highlight though,
that the psychometric properties of these measures
were not deemed adequate. In the case of Dunn et al.
[
            <xref ref-type="bibr" rid="ref31">31</xref>
            ], the initiative aimed at developing the resilience
of newly arrived refugee children, focusing specifically
on the role of language as a key aspect of resilience.
Grounded in a playful and fantasy-infused narrative,
the intervention revolves around a robot entering an
English-speaking community but encountering
difficulties in effective communication. Notably, the
approach deliberately sidesteps responses typical of a
deficit model or exclusive focus on challenges related
to resettlement and resilience.
          </p>
          <p>
            Gamification and co-design: Social adjustment
emerged as a major area of interest for newcomer
students, in tandem with a co-design process to foster
integration and address the needs of the refugee
group, making the language instruction more
culturally appropriate. From the data, gamified serious
games were preferred for a social adjustment agenda.
Bani-taha [
            <xref ref-type="bibr" rid="ref41">41</xref>
            ] developed a computer-based serious
game, called New Beginning, following a GBL approach
for social adjustment and behavioral change. Through
several co-design activities, the researchers evaluated
the use of customized culturally inclusive games in
addressing problems of social adjustment. To
strengthen this approach, the researcher built a
framework that focused on newcomer children and
their needs, supporting the idea that co-design could
enhance integration in a way that students produce
inclusive games while interacting with the rest of the
school community. Lastly, Alain [
            <xref ref-type="bibr" rid="ref43">43</xref>
            ] described a
process of designing educational technology systems
for and with war-affected displaced children. This
involved collaboration by inviting groups of friends to
enhance productivity and foster active participation.
To sum up, the basis for a social adjustment agenda
consists of three elements: 1) inclusion of cultural
considerations in the game design; 2) co-design of
educational technology systems with newcomer
children; and 3) interactive features, such as
collaboration.
          </p>
          <p>
            Gamification and autonomous learning: A
pattern is observed for out-of-school children, which
relates to autonomous learning and its effect on the
learner. It seems that open-source game platforms and
serious games that do not expect a teacher to
accompany the student’s journey could be a possible
solution for out-of-school students to attain
educational perspectives [
            <xref ref-type="bibr" rid="ref29 ref51">29, 51</xref>
            ]. In Berkling et al
[
            <xref ref-type="bibr" rid="ref51">51</xref>
            ], the MOOC platform utilizes a role-playing game
(RPG) interface, which provides a storyline and quests
for the children to progress through at their own pace.
This flexibility caters to the diverse learning needs and
preferences of the users. To attain the needs of
refugees living in slums, the research of Pynnönen et al
[
            <xref ref-type="bibr" rid="ref35">35</xref>
            ] employed gamification elements into a digital
game, including rewards, challenges, and progress
tracking, which motivated children to persist in
playing and learning. For unaccompanied minors, the
game design employed self-paced features, such as a
culturally appropriate narrative with simplified
language and interaction with NPC(s) to overcome
language difficulties and ensure that the children can
fully participate in the learning process. Besides,
digital courses with a self-paced functionality can
supplement formal settings to accelerate learning.
However, even in these cases blended learning is
preferred and instructed [
            <xref ref-type="bibr" rid="ref33">33</xref>
            ].
          </p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>6. Conclusion</title>
      <p>As it is inferred from the literature review, there has
been a significant increase of gamified interventions
over the last five years targeting children with a
refugee background. The aim of the study was to
review existing research evidence and then identify
the game elements that need to be considered when
designing a gamified intervention for refugee
education tailored to the unique needs and educational
context of the students.</p>
      <p>
        It seems that several gamified technologies (RQ1)
and game design elements (RQ2) have been employed
to advance language learning for newcomer children.
Gamified operational technologies vary across formal
and informal settings. Most findings feature
gamification as the perfect match for serious games by
adding narrative elements, interactive features, PBL
and corrective feedback. While not replacing formal
schooling, a well-designed gamified serious games can
be a cost-effective and scalable solution for providing
education to out-of-school children. For refugees
residing in camps, the findings suggest that gamified
digital games and MOOCs can provide access to
curriculum-aligned content knowledge through
personalized features and game fiction to enhance
behavioral learning outcomes as suggested by the
literature [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ].
      </p>
      <p>
        Regarding formal education, contextual
gamification can complement traditional teaching
methods by incorporating collaborative interactions
among learners, such as working together in teams or
competing with others, can enhance motivation and
performance. The effectiveness of gamification in
formal settings can be influenced by the overall
learning environment, encompassing factors such as
the availability of culturally appropriate resources,
feedback mechanisms, and opportunities for
selfpaced learning. Collaborative gamified technologies
(e.g. exergames, videogames, AR) can be installed into
the classroom to encourage students from different
cultural backgrounds to collaborate, communicate,
breaking down language barriers and promoting
intercultural interaction. In summary, different types
of social interaction can affect positively behavioral
learning outcomes [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ].
      </p>
      <p>With reference to the third research question,
several interventions projected on gamification the
need for a multilingual feature that can be adaptive to
the linguistic needs of the learner. A model of
multilingualism could be integrated into a gamified
context smoothly, as it offers a stress-free setting and
interactive options, such as the freedom to choose
preferred linguistic features. Furthermore,
gamification may also help refugee children to come to
terms with their traumatic experiences; a factor that
affects language learning [54]. In this direction,
personalization of students’ identities and culturally
appropriate narratives were reported as prominent
game elements that nurture resilience; yet the sense of
joy is what make games enticing, especially for
children who were cruelly displaced from their own
“playgrounds”. The study considered co-design
practices as the radical element for an accelerated
social adjustment agenda. Inviting students to
participate in a series of workshops to negotiate their
ideas of preferred learning practices, generates a sense
of control over their environment and encourages
social interaction. That investment can lead to
culturally sensitive game elements tailored to the
unique needs and context of refugees.</p>
      <sec id="sec-4-1">
        <title>6.1. Limitations and future research</title>
        <p>The analysis of collected data indicates the potential
feasibility of employing gamification for tailoring
educational interventions for refugee children with
the aim of enhancing access to quality education across
various contexts. However, there are several
limitations present to this study.</p>
        <p>One major constraint is the limited evidence
supporting the development of gamified interventions
for refugee children, primarily derived from
non-peerreviewed projects that were included. That illustrates
that gamification studies in refugee education are an
emerging field that requires further proliferation and
rigorous assessment. Data demonstrated that
gamification can be adapted to different contexts and
needs depending on the demographic variance of the
refugee group. This adaptability facilitates the
generalization of results to specific educational
settings; however, the limited sample size and the
short-term nature of interventions in certain studies
may compromise the robustness and significance of
the evidence.</p>
        <p>
          Additionally, certain studies have identified side
effects of gamification studies, including reports of
boredom, and frustration arising from challenging
levels [
          <xref ref-type="bibr" rid="ref35">35</xref>
          ], negative effects on self-esteem [
          <xref ref-type="bibr" rid="ref48">48</xref>
          ] and
technological barriers [
          <xref ref-type="bibr" rid="ref42">42</xref>
          ]. However, the challenge in
analyzing and summarizing data arises from the lack
of specific details in the majority of articles regarding
the influence of individual game elements on learning
outcomes and the subsequent effects on learners.
Lastly, contextual factors play a significant role in
influencing gamified interventions for refugee
settings, especially in environments characterized by a
lack of essential infrastructure and resources, such as
in refugee camps. There is a scarcity of research and
evidence concerning the effectiveness of digital
education in low-resource environments. While in
formal settings, the constraints of limited internet
connectivity and access to devices, like computers or
tablets, pose challenges to the implementation of
digital learning programs.
        </p>
        <p>Further research should be undertaken, including
studies characterized by empirical rigor and extensive
quantitative data, to reassess the effectiveness of
incorporating specific game elements in refugee
education. Moreover, there is a necessity to investigate
the pedagogical scope of gamification, emphasizing the
requirement for a human-centered design that is
positioned to have a meaningful impact on refugee
learners. Subsequent efforts should emphasize the
importance of well-designed instructional content,
concurrently addressing the absence of teacher
guidance and tendencies towards traditional methods
of teaching. Approaches to blended learning or
integrating gamification into curricula could be points
of interest for further research in refugee education.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Acknowledgements</title>
      <p>The authors would like to express their gratitude to the
reviewers for their very helpful comments and
suggestions. The authors would also like to thank
Vasileios L. Zogopoulos for his insightful suggestions.</p>
    </sec>
    <sec id="sec-6">
      <title>7. Appendix</title>
      <p>BASE
Semantic Scholar
Taylor and Francis
Online
IEEE Xplore</p>
    </sec>
  </body>
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