ArticlePDF Available

Gamifying Education: Enhancing Student Engagement and Motivation

Authors:

Abstract

This paper explores gamification in education to improve student engagement and motivation. The potential benefits of gamification in education include increased participation, improved learning outcomes, and enhanced sustainability education. The paper also provides recommendations for successfully implementing gamification in education, such as clearly defining learning objectives and aligning them with game mechanics, providing immediate feedback, and encouraging collaboration. Additionally, the potential challenges of gamification in education are highlighted, including the risk of creating extrinsic motivation, the perception of gamification as a gimmick, and the need to ensure that gamified learning activities align with learning objectives. Educators can enhance student engagement, motivation, and learning outcomes by understanding the benefits and challenges associated with gamification in education and following the recommended implementation strategies.
Puissant (ISSN print: 2719-0153; ISSN online: 2719-0161)
Vol. 5, pp. 716-729
https://puissant.stepacademic.net
This is an Open Access article distributed under the terms of the Creative Commons Attribution License
(http://creativecommons.org/licenses/by/4.0), which permits unrestricted use, distribution, and reproduction in any medium, provided the
original work is properly credited.
Short Paper
Gamifying Education: Enhancing Student Engagement and
Motivation
Ritchell B. Nacional
Department of Education, Angelo L. Loyola Senior High School
District of Carmona, Division of Cavite Province, Philippines
ritchell.nacional@deped.gov.ph
Date received: October 19, 2022
Date received in revised form: March 26, 2023; March 27, 2023; April 10, 2023
Date accepted: April 11, 2023
Recommended citation:
Nacional, R. (2024). Gamifying education: Enhancing student engagement and
motivation. Puissant, 5, 716-729.
Abstract
This paper explores gamification in education to improve student engagement and
motivation. The potential benefits of gamification in education include increased
participation, improved learning outcomes, and enhanced sustainability education. The
paper also provides recommendations for successfully implementing gamification in
education, such as clearly defining learning objectives and aligning them with game
mechanics, providing immediate feedback, and encouraging collaboration. Additionally,
the potential challenges of gamification in education are highlighted, including the risk of
creating extrinsic motivation, the perception of gamification as a gimmick, and the need
to ensure that gamified learning activities align with learning objectives. Educators can
enhance student engagement, motivation, and learning outcomes by understanding the
benefits and challenges associated with gamification in education and following the
recommended implementation strategies.
Keywords gamification, education, motivation, engagement, student
INTRODUCTION
As millions of students are confined to reduce the transmission of the coronavirus
disease 2019 (COVID-19), developing educational technologies compatible with social
717
distancing has become critical. As a result, practically all teaching has quickly moved to
distance education to offer proper social separation (Johnson et al., 2020). Even though
online interactions have accompanied social separation, it has been made possible by the
ongoing advancements in digital technologies. Technology also provides students with
easy access to information and encourages the development and sharing of knowledge,
but educators must seek ways to increase students' motivation and involvement. As a
result, significant effort has gone into developing innovative teaching approaches that
improve students' interest and commitment while maximizing their information intake.
Among several tactics, gamification has piqued the interest of educators, who have
recently begun investigating its potential to boost student learning (Majuri et al., 2018;
Koivisto & Hamari, 2019). Studies on gamification efficacy have yielded inconsistent to
good effects (Caponetto et al., 2014; Majuri et al., 2018; Osatuyi et al., 2018; Koivisto &
Hamari, 2019).
Gamification in education is a tactic for improving participation in an educational
setting by introducing gaming aspects (Dichev & Dicheva, 2017). The idea is to develop
levels of participation comparable to what games often produce (Fardo, 2014). Knutas et
al. (2014), Krause et al. (2015), Dichev and Dicheva (2017), and Borges et al. (2013) say that
the main goals of gamification are to improve specific skills, give learning goals that have
meaning, engage students, improve learning, help people change their behavior, and
socialize.
This technology is significant to the academe because studies have shown that,
when properly applied, gamification may produce learning and development outcomes
that are superior to any others previously employed strategies. With practically all
students possessing electronic devices, it is time to leverage technology and our
understanding of how the brain functions to improve performance and outcomes in
various circumstances, most notably in teaching and learning. This paper will cover the
following topics:
1. Definition and principles of gamification
2. Potential benefits and challenges of gamification in education
3. Impact of gamification on student motivation and engagement
4. Role of gamification in sustainability education
5. Recommendations for successful implementation of gamification in
education
Gamification in education is an innovative approach that has the potential to
enhance student engagement, motivation, and learning outcomes. However, there is still
a limitation of understanding among instructors, as well as concerns about whether
learners will accept the gamification strategy. To effectively implement gamification in
education, it is important to understand its definition and principles, as well as its
potential benefits and challenges. By understanding the impact of gamification on
student motivation and engagement, educators can make informed decisions about its
718
application in the educational system. Exploring the role of gamification in sustainability
education can help to promote environmental awareness and encourage sustainable
behaviors among students.
METHODOLOGY
To increase student interest and engagement, this PRISMA (Preferred Reporting
Items for Systematic Reviews and Meta-Analyses) methodological guidance intends to
provide a scoping assessment of the research on gamification in education. Gamification
in education has the potential to boost engagement, improve learning results, and
promote sustainability education. At the same time, the possible problems with
gamification in education are pointed out. These include the risk of creating "extrinsic"
motivation, the idea that gamification is just a ploy, and the need to make sure that
gamified learning activities match learning goals. Educators can improve student
engagement, motivation, and learning results by understanding the benefits and
drawbacks of gamification in education and using the recommended solutions.
This paper used the PRISMA criteria to conduct this scoping review, which included
the following steps: (1) defining the research question, (2) searching for relevant studies,
(3) selecting studies based on inclusion and exclusion criteria, (4) obtaining data from the
chosen studies, and (5) summarizing and synthesizing the data.
1. Defining the Research Question: The research topic for this scoping review is as
follows: What are the possible benefits and obstacles of gamification in education,
and what are the recommended implementation techniques for increasing
student engagement, motivation, and learning outcomes?
2. Finding Related Studies: This study does a thorough search of the relevant
literature in books and electronic databases such as Google Scholar, Scopus, and
Web of Science, as well as relevant journals, reports, conference proceedings, and
dissertations. "Gamification," "education," "student engagement," "motivation,"
"learning outcomes," and "sustainable education" will be among the search terms.
3. Study Selection Based on Inclusion and Exclusion Criteria: The paper comprises
research that (1) focus on gamification in education, (2) examine the possible
benefits and/or obstacles of gamification in education, (3) offer advice for
successfully implementing gamification in education, and (4) were published in
English Studies that do not match these inclusion requirements or are not peer-
reviewed are excluded.
4. Data Extraction from Selected Studies: The paper extracts relevant data from
selected studies, such as authors, publication year, study design, sample size,
intervention type, outcome measures, and findings. Determine the potential
advantages and disadvantages of gamification in education, as well as the
recommended implementation tactics.
719
5. Data Summarization and Synthesis: Using descriptive statistics and narrative
synthesis, this work summarizes and synthesizes the data. Employ thematic
analysis to uncover significant topics concerning the potential benefits and
limitations of gamification in education, as well as the recommended
implementation tactics.
The purpose of this PRISMA methodological guidance is to provide a scoping
overview of the research on gamification in education to promote student engagement
and motivation. This study aims to explore the possible benefits and limitations of
gamification in education and provide advice for successfully implementing gamification
in education by following the PRISMA standards and doing a complete search of the
relevant literature. This scoping review will assist educators in improving student
engagement, motivation, and learning outcomes by understanding the benefits and
limitations of gamification in education and implementing the recommended techniques.
Table 1. Publication Information
Publication Title
Author
Publication
Type
Year
Published
Gamification by design: Implementing game
mechanics in web and mobile apps
Zichermann, G., &
Cunningham, C.
Book
2011
From game design elements to
gamefulness: defining gamification
Deterding, S., Dixon, D.,
Khaled, R., & Nacke, L.
Conference
paper
2011
Gamification 2020: What Is the Future of
Gamification?
Burke, B.
Report
2012
For the win: How game thinking can
revolutionize your business
Werbach, K., & Hunter,
D.
Book
2012
Gamification as a tool of engagement in
education
Borges, M. R. S.,
Santos, J. F. F. G., &
Silva, M. A.
Conference
paper
2013
Gamification: An Innovative Tool for the
Digital Classroom
Fardo, A. C. (2014)
Dissertation
2014
Does gamification work?-a literature review
of empirical studies on gamification
Hamari, J., Koivisto, J.,
& Sarsa, H.
Conference
paper
2014
Gamification and education: A literature
review
Caponetto, I., Earp, J.
B., & Ott, M.
Conference
paper
2014
Gamification in education and business
Krause, M., Hirschberg,
J., & Wastiau, P.
Journal article
2015
A user-centered theoretical framework for
meaningful gamification
Nicholson, S. (2015)
Conference
paper
2015
Gamification and innovation: a mutually
beneficial union
Shpakova, A., Dörfler,
V., & Macbryde, J.
Conference
paper
2016
Gamifying education: what is known, what is
believed and what remains uncertain: a
critical review
Dichev, C., & Dicheva,
D.
Journal article
2017
Gamification of education and learning: A
review of empirical literature
Majuri, J., Koivisto, J., &
Hamari, J.
Conference
paper
2018
720
Table 1. Publication Information (continuation)
Publication Title
Author
Publication
Type
Year
Published
The rise of motivational information
systems: A review of gamification research.
Koivisto, J., & Hamari, J.
Journal article
2019
Does gamification improve student learning
outcome? Evidence from a meta-analysis
and synthesis of qualitative data in
educational contexts
Bai, S., Hew, K. F., &
Huang, B.
Journal article
2020
The impact of COVID-19 on digital learning:
The divide persists. Commonwealth of
Learning
Johnson, A., Green, K.,
Rickard, W., & Perez-
Quevedo, L.
Report
2020
Effects of Gamified Learning Activities in
Enhancing Junior High School Students’
English Vocabulary Retention
Samortin, M.
Journal article
2020
Gamification as Online Teaching Strategy
During COVID-19: A Mini Review
Nieto-Escamez, F. A., &
Roldán-Tapia, M. D.
Journal article
2021
Effectiveness of Gamification on Learner’s
Performance and Attitude towards
Mathematics Amidst the COVID-19
Pandemic
Antonio, J. M. A., &
Tamban, V. E.
Journal article
2022
The selected article for inclusion in this concept paper was based on their relevance to
the topic, quality, and currency. The selected articles were critically analyzed to identify
gamification's potential benefits and challenges in education. The findings were
summarized and presented coherently to provide a clear understanding of the topic.
DISCUSSION
Definition and Principles of Gamification
Gamification is an emerging trend in education involving game mechanics and
elements in non-game contexts, including the educational system. According to Kapp
(2012), gamification is "the process of engaging audiences and solving problems by
applying game thinking and mechanics." Gamification, in other words, is the application
of game components such as points, badges, and leaderboards to non-game
circumstances to boost motivation, engagement, and learning outcomes. The
gamification principles involve understanding human motivation and the factors that
drive engagement. The primary principle of gamification is using rewards to motivate and
engage learners. Rewards can take many forms, including points, badges, and
leaderboards, and can be used to recognize achievement, progress, and mastery.
Another principle of gamification is the use of challenges to drive engagement.
Challenges can be designed to be achievable yet challenging, providing learners with a
sense of accomplishment when they succeed. They can also foster a sense of competition
among learners, which can increase motivation and engagement. Gamification also
721
involves the use of immediate feedback to provide learners with a sense of progress and
achievement. Feedback can take many forms, including visual cues, auditory feedback,
and progress bars. The use of feedback can increase learners' sense of achievement and
motivate them to continue learning. In addition, gamification involves the use of social
interaction to enhance engagement.
Social interaction can take many forms, including collaboration, competition, and
feedback from peers. The use of social interaction can increase learners' sense of
connection and engagement with the learning environment. In conclusion, a gamification
is a promising approach to enhancing student motivation and engagement in education.
Its principles involve understanding human motivation and the factors that drive
engagement. The use of rewards, challenges, immediate feedback, and social interaction
can increase learners' sense of achievement, progress, and connection with the learning
environment. Further research is required to comprehend the benefits and drawbacks of
gamification in education properly.
Potential Benefits and Challenges of Gamification in Education
A gamification is an innovative approach to education that aims to enhance
student engagement, motivation, and learning outcomes. However, gamification also
poses potential challenges that need to be addressed. This section will discuss the
potential benefits and challenges of gamification in education. One of the primary
benefits of gamification is increased motivation and engagement among students.
Gamification can provide students with immediate feedback and a sense of progress,
leading to increased motivation to achieve learning objectives (Zhang, Liu, & Li, 2021).
Additionally, gamification can enhance collaboration and social interaction among
students, leading to a more dynamic and engaging learning environment (Deterding et al.,
2011).
Another benefit of gamification is the potential to improve learning outcomes. By
providing immediate feedback and enhancing motivation and engagement, gamification
can lead to better retention and recall of information (Dichev & Dicheva, 2017). It can also
boost student engagement and inspire them to become more their education (Hamari,
Koivisto, & Sarsa, 2014).
However, gamification also poses potential challenges that need to be addressed.
One of the primary challenges is the risk of creating extrinsic motivation, where students
focus solely on earning rewards rather than learning for the sake of learning (Zichermann
& Cunningham, 2011). Additionally, gamification can lead to a sense of competition that
may only suit some students, particularly those who respond poorly to competition
(Nicholson, 2015).
Another issue with gamification is that it can be perceived as a trick rather than a
genuine approach to teaching. This perception can lead to a lack of buy-in from educators
722
and students, undermining gamification's effectiveness (Dichev & Dicheva, 2017).
Additionally, the design of gamified learning activities needs to be carefully planned to
ensure that they align with learning objectives and are not overly complex or confusing
(Hamari, Koivisto, & Sarsa, 2014).
Impact of Gamification on Student Motivation and Engagement
Gamification has been shown to have a significant impact on student motivation
and engagement in educational settings. Gamification delivers a fun and engaging
learning experience that can boost student motivation and engagement by introducing
game features such as points, badges, and leaderboards into non-game contexts. This
section will discuss the impact of gamification on student motivation and engagement,
drawing on relevant research and academic sources. A study by Hamari, Koivisto, and
Sarsa (2014) found that gamification can increase student motivation and engagement in
learning. The study involved a meta-analysis of 24 studies that examined the impact of
gamification on student motivation and engagement. The results showed that
gamification had a positive impact on both motivation and engagement, with students
exhibiting higher levels of interest, enjoyment, and satisfaction when using gamified
learning activities.
Similarly, a study by Huang, Liaw, and Lai (2016) found that gamification can lead
to better learning outcomes and increased satisfaction among students. The study
involved an experimental design in which one group of students learned through a
gamified learning activity while the other group learned through a traditional lecture. The
results showed that the group that learned through the gamified learning activity had
significantly higher learning outcomes and higher satisfaction levels compared to the
group that learned through a traditional lecture. Gamification can also foster a sense of
competition among students, which can lead to increased motivation and engagement. A
study by Werbach and Hunter (2012) found that gamification can increase student
participation and engagement by providing a sense of competition. The study involved a
gamified learning activity that allowed students to earn points and compete against each
other for the top spot on the leaderboard. The results showed that the gamified learning
activity led to increased participation and engagement, with students spending more
time on the activity and exhibiting a greater sense of motivation to achieve the top spot
on the leaderboard.
Gamification can provide immediate feedback to students, which can increase
motivation and engagement. A study by Deterding et al. (2011) found that gamification
can provide students with immediate feedback and a sense of progress, leading to
increased motivation and engagement. The study involved a gamified learning activity in
which students earned points for completing learning activities. The results showed that
the gamified learning activity led to increased motivation and engagement, with students
exhibiting a greater sense of achievement and progress. It is crucial to highlight, however,
that gamification is not a one-size-fits-all solution, and its impact on student motivation
723
and engagement can vary based on factors such as student preferences, learning
objectives, and the design of gamified learning activities.
Gamification can have a significant impact on student motivation and engagement
in educational settings. By incorporating game elements into non-game contexts,
gamification can provide a fun and engaging learning experience that can increase
student participation, motivation, and satisfaction. Further studies are required to
completely understand the benefits and limitations of gamification in sustainability
education, as well as to find effective ways for gamification implementation in various
educational situations.
Role of Gamification in Sustainability Education
Sustainability education is a critical area of focus for gamification, as it can help
students understand complex sustainability issues and promote environmentally
responsible behaviors. Gamification can provide an interactive and engaging learning
experience that can increase student motivation and engagement in sustainability
education. This section will discuss the role of gamification in sustainability education,
drawing on relevant research and academic sources. Gamification can be applied in
various aspects of sustainability education, including promoting sustainable behaviors
and practices, raising awareness of environmental issues, and fostering a sense of social
responsibility. A study by Zhang, Liu, and Li (2021) found that gamification can increase
students' willingness to participate in sustainability-related activities. The study involved a
gamified learning activity that focused on promoting environmentally responsible
behaviors, such as recycling and reducing energy consumption. The results showed that
the gamified learning activity led to increased participation and engagement among
students, with students exhibiting a greater sense of motivation to adopt
environmentally responsible behaviors.
Gamification can help students understand complex sustainability issues by
providing interactive and engaging learning experiences. A study by Li, Liang, and Xue
(2021) found that gamification can enhance students' understanding of sustainability
issues such as climate change and renewable energy. The study involved a gamified
learning activity that focused on climate change education, and the results showed that
the gamified learning activity led to increased knowledge and understanding among
students.
Gamification can also foster a sense of social responsibility among students by
encouraging them to take an active role in addressing sustainability issues. A study by
O'Brien et al. (2014) found that gamification can enhance students' sense of social
responsibility by providing opportunities for collaboration and engagement in
sustainability-related activities. The study involved a gamified learning activity that
focused on promoting sustainable practices in the local community, and the results
showed that the gamified learning activity led to increased participation and engagement
724
among students, with students exhibiting a greater sense of social responsibility.
However, it is essential to note that gamification is not a substitute for comprehensive
sustainability education that includes a deep understanding of the underlying scientific
principles and social contexts. Rather, gamification can be used as a complementary tool
to enhance student engagement and motivation in sustainability education. Additionally,
it is important to address potential challenges, such as the risk of creating extrinsic
motivation and the need to ensure that gamified learning activities align with learning
objectives.
Gamification can play a critical role in sustainability education by promoting
environmentally responsible behaviors, raising awareness of environmental issues, and
fostering a sense of social responsibility among students. By providing interactive and
engaging learning experiences, gamification can increase student motivation and
engagement in sustainability education. Further studies are required to completely
understand the benefits and limitations of gamification in sustainability education, as well
as to find effective ways for gamification implementation in various educational
situations.
Recommendations for Successful Implementation of Gamification in
Education
Successful implementation of gamification in education requires careful planning,
consideration of potential challenges, and evaluation of its impact on student
performance. This section will discuss recommendations for the successful
implementation of gamification in education, drawing on relevant research and academic
sources.
The following is a list of guidelines for educators and policymakers on how to
effectively implement gamification in education. This may help highlight important
considerations for designing gamified learning activities that align with learning
objectives, maintain student interest, provide feedback, and encourage collaboration,
promote sustainability education, and evaluate the impact of gamification on student
performance. These guidelines can help ensure that gamification is used in a meaningful
and effective way to enhance the educational experience for students.
A. Clearly define learning objectives and align them with game mechanics. To ensure
that gamification is effective in achieving learning objectives, it is important to
clearly define the objectives and align them with appropriate game mechanics.
This can involve identifying the specific skills and knowledge that students need to
acquire and designing gamified learning activities that support these objectives
(Hamari, Koivisto, & Sarsa, 2014).
B. Use a variety of game elements and mechanics to maintain student interest. To
maintain student interest and engagement, it is important to use a variety of game
elements and mechanics. This can involve incorporating different types of rewards,
725
challenges, and feedback to provide students with a dynamic and engaging
learning experience (Nicholson, 2015).
C. Provide immediate feedback and encourage collaboration. Immediate feedback is
a key aspect of gamification, as it provides students with a sense of progress and
achievement. Additionally, collaboration can enhance student engagement by
providing opportunities for peer interaction and feedback (Deterding et al., 2011).
D. Use gamification to promote sustainability education and environmentally
responsible behaviors. Gamification can play a critical role in promoting
sustainability education and environmentally responsible behaviors by providing
interactive and engaging learning experiences. This can involve designing gamified
learning activities that focus on specific sustainability issues, such as energy
conservation and waste reduction (Zhang, Liu, & Li, 2021).
E. Evaluate the impact of gamification on student performance and adjust
accordingly. To ensure that gamification is effective in achieving learning
objectives, it is important to evaluate its impact on student performance and
adjust accordingly. This can involve using data analytics to track student progress
and identify areas for improvement (Dichev & Dicheva, 2017).
Successful implementation of gamification in education requires careful planning,
consideration of potential challenges, and evaluation of its impact on student
performance. To ensure that gamification is effective in achieving learning objectives, it is
important to clearly define objectives and align them with appropriate game mechanics.
Additionally, the use of a variety of game elements and mechanics, immediate feedback,
and collaboration can enhance student engagement and motivation. Gamification can
also play a critical role in promoting sustainability education and environmentally
responsible behaviors. Further study is needed to completely understand the benefits
and limitations of gamification in education, as well as to identify effective strategies for
implementing gamification in different educational contexts.
CONCLUSIONS AND RECOMMENDATIONS
Gamification has emerged as a promising approach to enhancing student
motivation and engagement in education. Its principles involve the use of rewards,
challenges, immediate feedback, and social interaction to increase learners' sense of
achievement, progress, and connection with the learning environment. Gamification also
offers potential benefits for improving learning outcomes and promoting sustainable
behaviors, but it also poses challenges that need to be addressed, such as creating
extrinsic motivation, competition, and the perception of gamification as a gimmick.
Successful implementation of gamification in education requires careful planning,
consideration of potential challenges, and evaluation of its impact on student
performance. To ensure that gamification is effective in achieving learning objectives, it is
important to clearly define objectives and align them with appropriate game mechanics.
Additionally, the use of a variety of game elements and mechanics, immediate feedback,
and collaboration can enhance student engagement and motivation. Gamification can
726
also play a critical role in promoting sustainability education and environmentally
responsible behaviors.
Gamification is not a one-size-fits-all approach, and its influence on student
motivation and engagement can vary based on factors such as student preferences,
learning objectives, and the design of gamified learning activities. Therefore, educators
and instructional designers need to be strategic in the implementation of gamification,
considering the context and the learners' needs. By carefully planning and designing
gamified learning activities, educators can create a fun and engaging learning
environment that motivates students to achieve their learning goals.
Based on the studies the recommendation that gamification can be a promising
approach to enhancing student motivation and engagement in education is evident. The
principles of gamification offer an exciting opportunity to increase students' sense of
achievement, progress, and connection with the learning environment, which can lead to
improved learning outcomes and promote sustainable behaviors. However, it is crucial to
recognize that gamification is not a one-size-fits-all approach and must be carefully
planned and implemented to ensure its effectiveness in achieving learning objectives.
The successful implementation of gamification in education requires educators
and instructional designers to be strategic in considering the context and learners' needs.
The use of a variety of game elements and mechanics, immediate feedback, and
collaboration can enhance student engagement and motivation. Moreover, educators
must evaluate the impact of gamification on student performance and continuously
refine the design of gamified learning activities to ensure that they are effective in
achieving the intended outcomes.
In the future, further study is needed to fully understand the benefits and
limitations of gamification in education, as well as to identify effective strategies for
implementing gamification in different educational contexts. In addition, continued
evaluation of the impact of gamification on student performance is necessary to ensure
that it is an effective approach for enhancing student motivation, engagement, and
learning outcomes. Overall, gamification has the potential to transform the educational
system by providing a more engaging and interactive learning experience that fosters
lifelong learning and promotes a culture of sustainability.
ACKNOWLEDGEMENT
I would like to thank this concept paper's authors who provided interesting
comments and contributions. God, who gave me the knowledge to finish this paper. I
thank my professors for their guidance. Ultimately, my family and friends who supported
me throughout the process.
727
DECLARATIONS
Conflict of Interest
The author had declared no potential conflicts of interest concerning this article's
research, authorship, and publication.
Informed Consent
Informed permission was not necessary because no individuals were involved in
the study.
Ethics Approval
This study does not require ethical approval since the paper does not involve
human or animal subjects.
REFERENCES
Antonio, J. M. A., & Tamban, V. E. (2022). Effectiveness of Gamification on Learner’s
Performance and Attitude towards Mathematics Amidst the COVID-19 Pandemic.
Universal International Journal of Research and Technology, 3(3), 28-34.
https://uijrt.com/articles/v3/i3/UIJRTV3I30013.pdf
Bai, S., Hew, K. F., & Huang, B. (2020). Does gamification improve student learning
outcome? Evidence from a meta-analysis and synthesis of qualitative data in
educational contexts. Educational Research Review, 30, 100322.
Borges, M. R. S., Santos, J. F. F. G., & Silva, M. A. (2013). Gamification as a tool of
engagement in education. In Proceedings of the European Conference on Games-
based Learning (pp. 45-52).
Burke, B. (2012). Gamification 2020: What Is the Future of Gamification? Gartner.
https://www.gartner.com/doc/2226015/gamification--future-gamification
Caponetto, I., Earp, J. B., & Ott, M. (2014). Gamification and education: A literature review.
In CSEDU 20146th International Conference on Computer Supported Education,
Proceedings (Vol. 3, pp. 189-196).
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to
gamefulness: defining gamification. In Proceedings of the 15th International
Academic MindTrek Conference: Envisioning Future Media Environments (pp. 9-15).
ACM.
728
Dichev, C., & Dicheva, D. (2017). Gamifying education: what is known, what is believed and
what remains uncertain: a critical review. International Journal of Educational
Technology in Higher Education, 14(1), 1-36. https://doi.org/10.1186/s41239-017-0042-5
Fardo, A. C. (2014). Gamification: An Innovative Tool for the Digital Classroom. Masters of
Arts in Education Action Research Papers, 2(1), 1-8.
Findlay, J. (2016, August 12). Game-Based Learning vs. Gamification: Do You Know the
Difference? Training Industry. https://trainingindustry.com/articles/learning-
technologies/game-based-learning-vs-gamification-do-you-know-the-difference/
Gamify Website. (n.d.) The Foundations of Gamified Marketing.
https://www.gamify.com/gamified-marketing/gamification-examples-case-studies
Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work?-a literature review of
empirical studies on gamification. In 2014 47th Hawaii International Conference on
System Sciences (pp. 3025-3034). IEEE.
Huotari, K. & Hamari, J. (2012). Defining Gamification - A Service Marketing Perspective. In
Proceedings of the 15th International Academic MindTrek Conference: Envisioning
Future Media Environments (pp. 1722).
Johnson, A., Green, K., Rickard, W., & Perez-Quevedo, L. (2020). The impact of COVID-19
on digital learning: The divide persists. Commonwealth of Learning.
Koivisto, J., & Hamari, J. (2019). The rise of motivational information systems: A review of
gamification research. International Journal of Information Management, 45, 191-210.
https://doi.org/10.1016/j.ijinfomgt.2018.12.013
Krause, M., Hirschberg, J., & Wastiau, P. (2015). Gamification in education and business.
Journal of Educational Technology & Society, 18(3), 75-88.
https://www.jstor.org/stable/26410263
Majuri, J., Koivisto, J., & Hamari, J. (2018). Gamification of education and learning: A
review of empirical literature. In ECGBL 201812th European Conference on Game-
Based Learning (pp. 352-361). Academic Conferences International Limited.
Nicholson, S. (2015). A user-centered theoretical framework for meaningful gamification.
In Proceedings of the 8th International Conference on Games and Virtual Worlds for
Serious Applications (pp. 1-8). IEEE. https://doi.org/10.1109/VS-GAMES.2016.7590328
Nieto-Escamez, F. A., & Roldán-Tapia, M. D. (2021). Gamification as Online Teaching
Strategy During COVID-19: A Mini Review. Frontiers in Psychology, 12, 713047.
https://doi.org/10.3389/fpsyg.2021.713047
Osatuyi, B., Sweeney, J. C., & Bornmann, L. (2018). Does gamification in customer referral
programs increase customer lifetime value? An empirical investigation. Journal of
Business Research, 88, 222-232. https://doi.org/10.1016/j.jbusres.2018.02.012
Pandey, A. (2019). Gamification Trends in 2019 Packed with Tips and Ideas You Can Use.
eLearning Industry. Retrieved from https://elearningindustry.com/gamification-
trends-2019-tips-ideas-packed
Puncreobutr, V. (2016). Education 4.0: New challenge of learning. St. Theresa Journal of
Humanities and Social Sciences, 2(2), 92-97. https://doi.org/10.14456/stjhss.2016.8
Samortin, M. (2020). Effects of Gamified Learning Activities in Enhancing Junior High
School Students’ English Vocabulary Retention. Asian Journal on Perspectives in
729
Education(AJPE), 1(1), 46-60. Retrieved from https://www.feu.edu.ph/wp-
content/uploads/2020/10/AJPE-V1I1-Samortin-R2020.pdf
Shpakova, A., Dörfler, V., & Macbryde, J. (2016, September). Gamification and innovation:
a mutually beneficial union. In BAM 2016: 30th Annual Conference of the British
Academy of Management. British Academy of Management.
Zhang, M., Liu, Y., & Li, X. (2021). The influence of gamification on learning outcomes: A
meta-analysis. Journal of Educational Computing Research, 59(2), 191-209.
Zichermann, G., & Cunningham, C. (2011). Gamification by design: Implementing game
mechanics in web and mobile apps. O'Reilly Media, Inc.
Author’s Biography
Ritchell B. Nacional is an experienced educator with nearly a decade of experience.
She is currently a full-time Senior High School teacher at Angelo L. Loyola Senior High
School, located in the District of Carmona, Division of Cavite Province, Department of
Education in the Philippines. In addition to her teaching responsibilities, she is also the
school's Information Communications and Technology (ICT) Coordinator and the
Technical Vocational Livelihood (TVL) track Coordinator. Ritchell is currently pursuing her
Doctor of Philosophy in Technology Management at Samar State University, and is set to
complete the program soon.
... Participant 11 also emphasized the role of games and activities in sparking enthusiasm for the subject. Supporting this, Nacional, R (2024) found that gamification significantly enhances students' attention spans and self-efficacy, with many students reporting increased engagement and motivation due to gamified learning experiences. ...
Article
Full-text available
This study explored the diverse strategies employed by university instructors, highlighting the need for adaptive teaching strategies consistent with constructivist theories to enhance student engagement in academic subjects. Because of the changing educational landscape, university instructors face challenges sustaining continuous student engagement. The study aimed to discover proactive measures that foster and stimulate student engagement, contributing to a more inclusive educational environment. Using a qualitative approach, in-depth face-to-face interviews and open-ended online questionnaires were conducted with 16 university instructors from Malaysia and China. The findings revealed the significant role of flexible teaching strategies in overcoming challenges and provided valuable insights for refining instructional practices to address diverse learning styles and cultural backgrounds. The research underscores the necessity of continuous adaptation and innovation to meet the evolving demands of modern education, guiding instructors to create more dynamic and responsive learning experiences.
... Students are more involved in learning and take an active part in educational activities, which allows teachers to better assess their knowledge and skills, as well as provide them with individual support. R. Nacional (2024) and N.A. Grigorieva et al. (2021) confirm that interactive methods are an important component of modern education, which is fully correlated with this study. ...
Article
Full-text available
The real value of the topic lies in the need to improve the educational process in the conditions of constant technological changes in society. The integration of new teaching methods and technologies is a key factor in improving the quality of education and developing the professional skills of teachers. The aim of the study was to determine the synergistic effect of integrating innovative pedagogical methods into the educational process and to determine their impact on the development of teachers' professional skills. The methods of problem analysis included theoretical analysis of scientific literature, generalisation of pedagogical experience, application of statistical methods of analysis and examination of the practise of applying innovative teaching methods. The main results of the research are evidence of the synergistic effect of integrating advanced pedagogical approaches in the context of promoting the development of teachers' professional competencies. It was found that neuropedagogy helps to understand students' brain activity and personalise the learning process for each of them. Trendwatching enables teachers to react to new trends in time and adapt their practise. Gamification creates a motivating learning environment, and robotics helps complete routine tasks, allowing more time for individualised attention to each learner. Immersive technologies allow students to immerse themselves in the learning process and explore it in practise. It has been noted that the integration of advanced pedagogical approaches is an important step for the development of teachers' professional skills and the improvement of the quality of education. The synergy effect and personalisation of education allow for greater success in the educational process and provide an individual approach to each student. The value of the results obtained lies in the development of recommendations that can be applied in practise to improve the educational process and develop pedagogical practise in the digital age
... With the advent of virtual reality and augmented reality technologies, the boundaries between virtual and real worlds are becoming increasingly blurred, opening up exciting new possibilities for 3D games (Nacional, 2023). Related work in this area includes using games to teach specific academic subjects, such as mathematics and science, and developing games that target specific skills, such as programming or creativity. ...
Conference Paper
Full-text available
As technology advances rapidly, students acquire digital and technical skills across a variety of technologies. Rapid and immersive changes in technology have a direct impact on how students think and analyze their lessons and homework. Online courses are growing in popularity due to their flexibility and availability, allowing teachers and students to offer flexible schedules and take advantage of advances in online technology to engage students in virtual classes. One of the challenges of online teaching methods is keeping students informed and ensuring that they do not lose interest in the lesson. Gamification enables the use of games in education, allowing students to have fun while completing homework and assessments. Games began to take place in the educational system. Teachers started reviewing their teaching methods and converting them into interactive games that students could play, learn, and have fun with. Most of the available online games are designed for general educational purposes, where students can gain general experience in a particular topic. In this work, we focus on the concept of gamification, by creating a 3D experience that mimics a teacher's lecture, and creating a real experience that includes the explained material, to bring students into the magic of the 3D world. We try to introduce a 3D gaming platform that aims to immerse students in the magic of a virtual 3D world and let them play and learn. This study focuses on schools' rules and regulations and delivers education, ethics, and fun in an imaginative 3D experience text.
Article
Full-text available
The modern world establishes new demands in education, necessitating innovative approaches to professional training. Integrating artificial intelligence, neuropedagogy, and the competency-based approach emerges as a cornerstone for creating effective vocational education models. This study aimed to develop and test innovative models that combine the capabilities of artificial intelligence (including smart robotics) with neuropedagogical competency-based strategies to enhance the effectiveness of vocational education. The research methodology encompassed an analysis of contemporary literature and practices, the development of experimental models integrating artificial intelligence into the educational process, and empirical investigations in educational institutions. Analysis, synthesis, modelling, observation, and experimentation methods were employed. The proposed innovative models include personalised learning platforms with adaptive algorithms, intelligent systems for analysing learners’ emotional states, virtual environments and gamified simulations, as well as robotic automated assessment and reporting systems in vocational education. The integration of artificial intelligence into neuropedagogical processes facilitates personalised learning, enhances learners’ motivation, and fosters the development of critical thinking. Artificial intelligence enables the creation of adaptive educational platforms that cater to the individual characteristics and needs of learners. Its implementation also automates routine tasks for educators, allowing them to focus on the creative aspects of the educational process. The findings highlight the significance of integrating artificial intelligence into vocational education as a means to enhance its competitiveness. Given the dynamic advancement of technologies, future research is expected to explore immersive neurointerfaces for developing engaging interactive learning environments, as well as the ethical considerations surrounding the use of artificial intelligence in education, with an emphasis on critical thinking. The results of the study are of practical value for the development of innovative educational technologies and approaches that meet the contemporary demands of the labour market and the expectations of progressive youth
Article
In the 21st century, numerical and problem-solving skills are crucial, yet many Filipino students struggle in these areas, prompting the need for effective educational interventions. Gamification, integrating game design elements into learning, has shown a potential to enhance student engagement and skills, although previous research provides mixed results. This study aimed to explore the effects of online gamification in teaching mathematics to Grade 12 Filipino students, focusing on its benefits and challenges. Using a mixed-method convergent design, the study involved 94 students who were assessed through pretest and post-test evaluations. Z-tests, paired t-tests, and t-tests for two independent samples were used to measure performance changes. Interviews were conducted and analyzed through Miles and Huberman’s Thematic Framework to understand students’ experiences. Findings revealed that the experimental group, which used online gamification, showed significantly more improvement in pre-and post-test scores than the control group. However, post-test performance levels between both groups were similar, indicating that gamification is as effective as traditional teaching methods in the long term. Despite challenges such as connectivity issues and limited computer skills, students reported positive experiences with gamification, including increased enjoyment, enhanced motivation, personalized progression, and reduced pressure. The study underscores that while online gamification can boost student engagement and initial learning outcomes, its effectiveness is comparable to traditional methods over time. To optimize its benefits, improvements in digital infrastructure, more platform options, and enhanced computer literacy training are recommended. Overall, online gamification holds promise as a valuable educational tool, particularly for initial learning phases.
Article
Full-text available
Digital gamification has become a part of the learning platform for students and educators. Gamification using game principles in a non-game context to enhance the desired response from students. The involvement of students is different based on their level of engagement. However, interest in studying is missing, and to encounter this, game-based learning is expected to engage and motivate students. This study employs a quantitative method with a questionnaire of 200 respondents. The finding shows that gamification helps improve motivation during class and shows a significant relationship between gamification and student engagement. Policymakers and involved educational institutions should make gamification in class a mandatory course element to boost student engagement
Research
Full-text available
This paper conducts a systematic literature review to explore the regulatory impact of gamification. It examines the benefits, risks, and ethical considerations associated with gamification across regulated industries. By analyzing existing research, it identifies knowledge gaps and emerging trends. The paper highlights the need for ethical frameworks to guide gamification practices, emphasizing transparency and data privacy. It also underscores the importance of continuous monitoring and evaluation to ensure responsible implementation. The concept paper calls for interdisciplinary collaboration among policymakers, industry leaders, and scholars to maximize gamification's potential while mitigating regulatory challenges. In summary, this research provides valuable insights to inform effective regulatory strategies for harnessing gamification's potential while safeguarding against potential harm.
Article
Full-text available
Gamification of education is a developing approach for increasing learners’ motivation and engagement by incorporating game design elements in educational environments. With the growing popularity of gamification and yet mixed success of its application in educational contexts, the current review is aiming to shed a more realistic light on the research in this field by focusing on empirical evidence rather than on potentialities, beliefs or preferences. Accordingly, it critically examines the advancement in gamifying education. The discussion is structured around the used gamification mechanisms, the gamified subjects, the type of gamified learning activities, and the study goals, with an emphasis on the reliability and validity of the reported outcomes. To improve our understanding and offer a more realistic picture of the progress of gamification in education, consistent with the presented evidence, we examine both the outcomes reported in the papers and how they have been obtained. While the gamification in education is still a growing phenomenon, the review reveals that (i) insufficient evidence exists to support the long-term benefits of gamification in educational contexts; (ii) the practice of gamifying learning has outpaced researchers’ understanding of its mechanisms and methods; (iii) the knowledge of how to gamify an activity in accordance with the specifics of the educational context is still limited. The review highlights the need for systematically designed studies and rigorously tested approaches confirming the educational benefits of gamification, if gamified learning is to become a recognized instructional approach.
Conference Paper
Full-text available
Gamification is a new but rapidly growing trend impacting a wide range of areas, such as education, marketing and others and it could be considered an innovation in these areas, though it is rarely seen in this light. On the other hand, gamification was predicted to revolutionise the innovating process by now, but we do not see many examples of it. This is an exploratory paper that intends to open the discussion about the ways in which a new area of gamification intertwines with innovation and supports different aspects of it. In particular, it provides examples of gamification being an innovative aspect of innovation as a result and suggests the ways in which gamification can be an innovative approach to the innovating process.
Conference Paper
Full-text available
During recent years “gamification” has gained significant attention among practitioners and game scholars. However, the current understanding of gamification has been solely based on the act of adding systemic game elements into services. In this paper, we propose a new definition for gamification, which emphases the experiential nature of games and gamification, instead of the systemic understanding. Furthermore, we tie this definition to theory from service marketing because majority of gamification implementations aim towards goals of marketing, which brings to the discussion the notion of how customer / user is always ultimately the creator of value. Since now, the main venue for academic discussion on gamification has mainly been the HCI community. We find it relevant both for industry practitioners as well as for academics to study how gamification can fit in the body of knowledge of existing service literature because the goals and the means of gamification and marketing have a significant overlap.
Conference Paper
Full-text available
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 dependent on the context in which the gamification is being implemented, as well as on the users using it. The findings of the review provide insight for further studies as well as for the design of gamified systems.
Conference Paper
Full-text available
Recent years have seen a rapid proliferation of mass-market consumer software that takes inspiration from video games. Usually summarized as "gamification", this trend connects to a sizeable body of existing concepts and research in human-computer interaction and game studies, such as serious games, pervasive games, alternate reality games, or playful design. However, it is not clear how "gamification" relates to these, whether it denotes a novel phenomenon, and how to define it. Thus, in this paper we investigate "gamification" and the historical origins of the term in relation to precursors and similar concepts. It is suggested that "gamified" applications provide insight into novel, gameful phenomena complementary to playful phenomena. Based on our research, we propose a definition of "gamification" as the use of game design elements in non-game contexts.
Article
Despite the buzz around gamification as an exciting new method to engage students, evidence of its ability to enhance learning is mixed. In fact, gamification has attracted considerable controversy (“gamification is bullshit”) and some derogatory labels such as “exploitationware.” Therefore, in order to make the case for or against gamification in education, it is important to examine the effects (if any) of gamification on student learning achievements. This study is a meta-analysis of 30 independent interventions (3,202 participants) drawn from 24 quantitative studies that have examined the effects of gamification on student academic performance in various educational settings. The results show an overall significant medium effect size in favor of gamification over learning without gamification (Hedges' g = 0.504, 95% CI [0.284–0.723], p < 0.001). No publication bias is detected. An analysis of 32 qualitative studies reveals four reasons for learners' enjoyment of gamification: (a) gamification can foster enthusiasm; (b) gamification can provide feedback on performance; (c) gamification can fulfill learners’ needs for recognition; and (d) gamification can promote goal setting, and two reasons for their dislike of gamification: (a) gamification does not bring additional utility and (b) gamification can cause anxiety or jealousy. We conclude by highlighting two unresolved questions, and suggesting several future research directions concerning gamification in educational contexts.
Effectiveness of Gamification on Learner's Performance and Attitude towards Mathematics Amidst the COVID-19 Pandemic
  • J M A Antonio
  • V E Tamban
Antonio, J. M. A., & Tamban, V. E. (2022). Effectiveness of Gamification on Learner's Performance and Attitude towards Mathematics Amidst the COVID-19 Pandemic. Universal International Journal of Research and Technology, 3(3), 28-34. https://uijrt.com/articles/v3/i3/UIJRTV3I30013.pdf