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Research papers on Gamification in learning

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  1. Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification

    Juho Hamari, Jonna Koivisto, Harri Sarsa · 2014 · 5,036 citations

    This paper reviews peer-reviewed empirical studies on gamification. We create a framework for examining the effects of gamification by drawing from the definitions of gamification and the discussion on motivational affordances. The literature review covers results, independent variables (examined motivational affordances), dependent variables (examined psychological/behavioral outcomes from gamification), the contexts of gamification, and types of studies performed on the gamified systems. The paper examines the state of current research on the topic and points out gaps in existing literature. The review indicates that gamification provides positive effects, however, the effects are greatly

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  2. The rise of motivational information systems: A review of gamification research

    Jonna Koivisto, Juho Hamari · 2018 · International Journal of Information Management · 1,720 citations

    Today, our reality and lives are increasingly game-like, not only because games have become a pervasive part of our lives, but also because activities, systems and services are increasingly gamified. Gamification refers to designing information systems to afford similar experiences and motivations as games do, and consequently, attempting to affect user behavior. In recent years, popularity of gamification has skyrocketed and manifested in growing numbers of gamified applications, as well as a rapidly increasing amount of research. However, this vein of research has mainly advanced without an agenda, theoretical guidance or a clear picture of the field. To make the picture more coherent, we

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  3. Gamification in Education: A Systematic Mapping Study

    Darina Dicheva, Christo Dichev, Gennady Agre, et al. · 2015 · Educational Technology & Society · 1,547 citations

    Introduction Traditional schooling is perceived as ineffective and boring by many students. Although teachers continuously seek novel instructional approaches, it is largely agreed that today's schools face major problems around student motivation and engagement (Lee & Hammer, 2011). The use of educational games as learning tools is a promising approach due to the games' abilities to teach and the fact that they reinforce not only knowledge but also important skills such as problem-solving, collaboration, and communication. Games have remarkable motivational power; they utilize a number of mechanisms to encourage people to engage with them, often without any reward, just for the joy of playi

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  4. The Gamification of Learning: a Meta-analysis

    Michael Sailer, Lisa Homner · 2019 · Educational Psychology Review · 1,400 citations

    This meta-analysis was conducted to systematically synthesize research findings on effects of gamification on cognitive, motivational, and behavioral learning outcomes. Results from random effects models showed significant small effects of gamification on cognitive ( g = .49, 95% CI [0.30, 0.69], k = 19, N = 1686), motivational ( g = .36, 95% CI [0.18, 0.54], k = 16, N = 2246), and behavioral learning outcomes ( g = .25, 95% CI [0.04, 0.46], k = 9, N = 951). Whereas the effect of gamification on cognitive learning outcomes was stable in a subsplit analysis of studies employing high methodological rigor, effects on motivational and behavioral outcomes were less stable. Given the heterogeneity

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  5. Gamification in Education: What, How, Why Bother?

    Joey J. Lee, Jessica Hammer · 2011 · Academic exchange quarterly · 1,199 citations

    Today's schools face major problems around student motivation and engagement. Gamification, or the incorporation of game elements into non-game settings, provides an opportunity to help schools solve these difficult problems. However, if gamification is to be of use to schools, we must better understand what gamification is, how it functions, and why it might be useful. This article addresses all three questions – what, how, and why bother? – while exploring both the potential benefits and pitfalls of gamification.

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  6. Gamification and student motivation

    Patrick G. Buckley, Elaine Doyle · 2014 · Interactive Learning Environments · 881 citations

    The literature suggests that gamified learning interventions may increase student engagement and enhance learning. We empirically investigate this by exploring the impact of intrinsic and extrinsic motivation on the participation and performance of over 100 undergraduate students in an online gamified learning intervention. The paper makes a number of contributions. First, by synthesizing the literature the central concepts required for a learning intervention to be considered gamified are mapped and the development of an online gamified learning intervention is described. Second, the effect of gamification on learning outcomes is examined using a pre- and post-intervention survey. We find t

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  7. Gamification in Science Education. A Systematic Review of the Literature

    Michail Kalogiannakis, Stamatios Papadakis, Alkinoos-Ioannis Zourmpakis · 2021 · Education Sciences · 629 citations

    The implementation of gamification in education has attracted many researchers to increase engagement and achieve learning more effectively. Implementing technology in science curricula has seen a massive influx over the past years to stop the decline in students’ motivation towards science learning and promote scientific thinking. This study’s objective is to present the empirical findings of the state-of-the-art literature on the use of gamification in science education. Therefore, we performed a systematic literature review of 24 empirical research papers published in various electronic databases and the web search engine for scholarly literature and academic resources, Google Scholar, be

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  8. The Model for Introduction of Gamification into E-learning in Higher Education

    Marko Urh, Goran Vukovič, Eva Jereb, et al. · 2015 · Procedia - Social and Behavioral Sciences · 395 citations

    The following paper presents the model for introduction of gamification into the field of e-learning in higher education. Concepts and differences between techniques and methods of game-mechanics and game dynamics are explained. With proper integration of gamification in the field of e-learning into higher education, a positive impact on the learning process can be achieved, such as higher satisfaction, motivation and greater engagement of students. The importance of clearly defined objectives, rules, techniques and mechanisms of gamification that affect the dynamics of the students is shown. The paper presents a comprehensive view of the gamification concept in higher education. The advanta

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  9. Gamification as a Strategy to Increase Motivation and Engagement in Higher Education Chemistry Students

    Guillermo M. Chans, May Portuguez Castro · 2021 · Computers · 169 citations

    In the last year, educational experiences have become increasingly challenging due to teaching classes remotely. For this reason, it has been necessary to develop educational strategies that accompany the use of new technologies to maintain student interest. One of these methodologies is gamification, implemented in school environments more frequently due to the pandemic and whose impact on student motivation and engagement needs to be explored. The literature shows that student participation in these contexts should be increased when applying this methodology, where teachers can also provide greater support. This research proposes improving these aspects by developing a gamification strateg

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  10. Investigating the Impact of Gamification on Student Motivation, Engagement, and Performance

    Iván Miguel García-López, Elizabeth Acosta-Gonzaga, Elena Fabiola Ruiz-Ledesma · 2023 · Education Sciences · 63 citations

    In the academic context, the use of innovative learning techniques that can have a positive impact in the classroom is becoming increasingly common; gamification is one such technique. This study compared the effects of gamification on engagement, cognition, metacognition, and academic performance when university students used a gamified platform to when they did not in a mathematics course. Using the statistical technique of structural equation modelling (SEM) for both cases, the results show that motivation was the construct with the largest effects, influencing behavioral dissatisfaction, cognition, and metacognition. When students used the gamified platform, motivation influenced behavio

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  11. Gamification in EFL: Exploring the Use of Gamification Strategies to Enhance Student Motivation and Engagement

    Hardianti Hardianti · 2024 · INTELEKTIUM · 2 citations

    Many students experience a lack of motivation and engagement in learning due to the monotonous learning system. Therefore, many teachers apply gamification strategies to increase student motivation and engagement in learning. This study investigates the integration of gamification strategies within English as a Foreign Language (EFL) instruction to amplify student motivation and engagement. Gamification, a methodology applying gaming elements in a non-game context, serves as a focal point to enhance learning participation and motivation. In the realm of EFL education, student motivation and engagement often pose significant challenges. Through qualitative methodology involving classroom obse

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  12. MOTIVATION AND STUDENT ENGAGEMENT THROUGH GAMIFICATION IN MATHEMATICS LEARNING: A MINI REVIEW

    Israhana Mohd Shahril, Hafizul Fahri Hanafi · 2026 · International Journal of Modern Education · 1 citations

    This mini-review synthesizes current evidence on the use of gamification in multiplication learning, focusing on how game-based elements influence motivation, engagement, and math fact fluency. The purpose of the review is to clarify which gamification strategies are most effective, assess their benefits and limitations, and highlight ongoing gaps in the field. A comprehensive literature search was conducted on 28 November 2025 across Scopus, Web of Science, and Google Scholar, using keywords related to gamification, mathematics education, engagement, and practice. Peer-reviewed original studies, systematic reviews, meta-analyses, and case studies published in English were included, while no

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  13. Harnessing Gamification in Digital Classrooms: Enhancing Student Engagement, Motivation, and Cultural Inclusivity in Education

    Li Peiya, Sundas Saba, Asma Zawar Shahani · 2025 · Digital Culture and Education Review · 1 citations

    This study reviews the impact of gamification on student engagement and educational outcomes to assess the student's strengths and weaknesses. Gamification motivates, increases knowledge retention, and makes learning an active process. In comparison, the challenges, including extrinsic rewards being relied upon too heavily, variations in student preferences across different cultures, and technological barriers, make thoughtfully designed and implemented important. Individualistic and collectivist cultures respond differently to the competitive and collaborative elements of gamified learning, influenced by cultural influences. Technological advancements are being fueled by a growing applicati

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  14. Impact of Gamification-Based Learning Strategies on Student Engagement, Motivation, and Academic Performance in School Education

    Research Author · 2026 · International Journal of Innovative Pedagogy & Learning

    The present study examines the role of game-based elements in improving classroom learning. The present study titled “Impact of Gamification-Based Learning Strategies on Student Engagement, Motivation, and Academic Performance in School Education” examines the role of game-based elements in improving classroom learning. Gamification-based learning refers to the use of game elements such as points, badges, rewards, levels, leaderboards, quizzes, challenges, feedback, competition, and teamwork in the teaching-learning process. These strategies make learning more interesting, interactive, and student-centered.

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  15. THE IMPACT OF GAMIFICATION IN HIGHER EDUCATION: ENHANCING STUDENT ENGAGEMENT AND MOTIVATION IN VIETNAM

    Lê Hậu · 2026 · TNU Journal of Science and Technology

    Nghiên cứu này tìm hiểu tác động của trò chơi hóa đến sự tham gia và động lực học tập của sinh viên trong bối cảnh giáo dục đại học tại Việt Nam. Lý thuyết Tự quyết nhấn mạnh ba nhu cầu tâm lý cơ bản: tự chủ, năng lực, và gắn kết xã hội, những yếu tố then chốt trong việc hình thành động lực học tập bền vững. Do đó, nghiên cứu đề xuất mô hình với ba thành phần: trò chơi hóa, sự tham gia học tập, và động lực học tập. Phương pháp nghiên cứu định lượng được áp dụng thông qua khảo sát 459 sinh viên đại học ở Việt Nam bao gồm cả trường công lập và tư thục, với dữ liệu được phân tích bằng Mô hình Cấu trúc PLS-SEM. Kết quả cho thấy trò chơi hóa có tác động tích cực đáng kể đến cả sự tham gia và động

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  16. THE EFFECTS OF GAMIFICATION ON STUDENT MOTIVATION AND ENGAGEMENT IN THE EDUCATIONAL PROCESS

    MIHAELA GABRIELA NEACSU, STEFANIA-IULIA ROSU · 2026 · Journal Plus Education

    This study explored whether the use of gamification strategies in Geography lessons could improve students’ motivation, engagement and academic performance compared to traditional teaching methods. The research involved 49 high school students from a prestigious school in Pitești, Argeș County, Romania, who were divided into an experimental group and a control group. The experimental group participated in a gamified learning experience based on a mission-oriented educational scenario that incorporated game elements such as challenges, rewards and collaborative tasks. In contrast, the control group studied

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  17. Examining The Effectiveness of Wordwall-Enhanced Gamification Learning Models on Student Engagement, Motivation, and Academic Performance in Economics Education

    Ade Rizki Maulana, Muh. Fahrurrozi · 2026 · IJE : Interdisciplinary Journal of Education

    : This study examines the impact of gamification learning model assisted by Wordwall media on students' learning interest, motivation, and achievement in Economics subject. Using quasi-experimental design with Non-Equivalent Control Group, 41 tenth-grade students at SMA Yadinu Masbagik were divided into experimental (21 students) and control groups (20 students). Data were collected using validated questionnaires for interest and motivation (10 items each) and achievement test (10 questions), with reliability α > 0.88. Analysis employed paired and independent sample t-tests, Cohen's d, and N-Gain scores using SPSS. Results showed significant improvements in the experimental group: learnin

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  18. Gamification in English Learning: Strategies to Increase Student Motivation and Engagement in the Digital Age

    Hasna Fitri Labibah · 2024 · Journal Corner of Education, Linguistics, and Literature

    This study aimed to analyze the application of gamification in English learning as a strategy to increase student motivation and engagement in the digital era. The research method used is a qualitative approach with data collection techniques such as observation, interviews, and documentation. The results show that gamification has a significant positive impact on the classroom atmosphere, learning motivation, and student participation. Through the implementation of game elements such as points, levels, badges, leaderboards, and quiz-based challenges, the learning atmosphere becomes more lively, fun, and interactive. Observations found that students were more enthusiastic in participating in

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