FolioStart free

Education · Literature

Research papers on Gamification in learning

Recent and highly-cited academic work on gamification in learning, gathered from Semantic Scholar, CrossRef and OpenAlex.

Search all 200M+ papers on this topic, free →Or track new gamification in learning papers automatically as they publish
  1. 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 · 77 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

    Save this paper
  2. 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

    Save this paper
  3. 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

    Save this paper
  4. 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

    Save this paper
  5. 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.

    Save this paper
  6. 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

    Save this paper
  7. 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 the same curriculum through traditional instructional methods supported by digital pres

    Save this paper
  8. GAMIFY Framework: A Gamification Approach to Student Motivation and Engagement in Self-Directed Online Learning

    Prasanna Ramakrisnan · 2026 · International Journal on e-Learning and Higher Education

    Motivation and engagement are critical in self-directed online learning. Many learners find it difficult to stay persistent when they must manage their own pace, goals, and participation with limited external support. This paper introduces the GAMIFY Framework (Gamification for Motivation, Interaction, and Flexibility in Learning). This is a structured model that applies gamification to strengthen motivation and sustain engagement. The framework follows five steps. The first step is to identify objectives and present them as meaningful quests that connect learning goals to personal growth. The second step is to understand the learner’s context and reward actions such as reading, asking quest

    Save this paper
  9. 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: learning i

    Save this paper

Write your paper with these sources

Folio is the integrity-first research workspace: search 200M+ papers, save sources, and write with citations that format themselves. Free for students and researchers.

Start writing free →