• Abstract

    Gamification, the integration of game design elements in non-gaming contexts, has emerged as a popular strategy across various disciplines, particularly in education. This meta-analysis evaluates the impact of gamification on student engagement, motivation, and academic performance from 2021 to 2024. A systematic review was conducted following PRISMA principles, analysing studies sourced from major academic databases, including ScienceDirect, Google Scholar, and Scopus. Peer-reviewed publications focusing on gamification elements such as badges, leaderboards, and points were prioritized. Findings indicate that gamification significantly enhances student motivation, active participation, and academic success. Specific features like badges and leaderboards foster competitiveness and recognition, which are essential for promoting self-regulation and active learning. Points systems, on the other hand, provide immediate feedback and measurable goals, enabling learners to track progress effectively. Collectively, these elements create dynamic, interactive, and enjoyable learning environments that facilitate deeper engagement and comprehension. This review also highlights the diversity of gamified approaches tailored to educational settings, demonstrating their adaptability to various subjects and age groups. The implementation of gamification has been shown to bridge gaps in traditional pedagogical methods by introducing novel ways of capturing student interest and sustaining long-term involvement. However, the effectiveness of gamification is contingent on careful design and alignment with instructional objectives. Overall, the findings underscore the transformative potential of gamification in education. By integrating game mechanics into learning processes, educators can cultivate intrinsically motivated learners and foster improved academic outcomes. The study concludes with recommendations for future research to explore the longitudinal effects of gamification and its applicability across diverse educational contexts.

  • References

    1. Aguilos, V., & Fuchs, K. (2022). The perceived usefulness of gamified e-learning: A study of undergraduate students with implications for higher education. Frontiers in Education, 7. https://doi.org/10.3389/feduc.2022.945536
    2. Alsadoon, E., Alkhawajah, A., & Suhaim, A. B. (2022). Effects of a gamified learning environment on students’ achievement, motivations, and satisfaction. Heliyon, 8(8), e10249. https://doi.org/10.1016/j.heliyon.2022.e10249
    3. Alsadoon, H. (2023). The impact of gamification on student motivation and engagement: An empirical study. Dirasat Educational Sciences, 50(2), 386–396. https://doi.org/10.35516/edu.v50i2.255
    4. Atin, S., Syakuran, R. A., & Afrianto, I. (2022). Implementation of gamification in mathematics m-learning application to creating student engagement. International Journal of Advanced Computer Science and Applications, 13(7). https://doi.org/10.14569/ijacsa.2022.0130765
    5. Chans, G. M., & Castro, M. P. (2021). Gamification as a strategy to increase motivation and engagement in higher education chemistry students. Computers, 10(10), 132. https://doi.org/10.3390/computers10100132
    6. Christopoulos, A., & Mystakidis, S. (2023). Gamification in education. Encyclopedia, 3(4), 1223–1243. https://doi.org/10.3390/encyclopedia3040089
    7. Flores, J. (2015). Using gamification to enhance second language learning. Digital Education Review(27), 32–54. https://doi.org/10.1344/der.2015.27.32-54
    8. Hellín, C. J., Calles-Esteban, F., Valledor, A., Gómez, J., Otón-Tortosa, S., & Tayebi, A. (2023). Enhancing student motivation and engagement through a gamified learning environment. Sustainability, 15(19), 14119. https://doi.org/10.3390/su151914119
    9. Huang, R., Ritzhaupt, A. D., Sommer, M., Zhu, J., Stephen, A., Valle, N., ... Li, J. (2020). The impact of gamification in educational settings on student learning outcomes: A meta-analysis. Educational Technology Research and Development, 68(4), 1875–1901. https://doi.org/10.1007/s11423-020-09807-z
    10. Jain, A., & Dutta, D. (2018). Millennials and gamification: Guerilla tactics for making learning fun. South Asian Journal of Human Resources Management, 6(1), 29–44. https://doi.org/10.1177/2322093718796303
    11. Jusas, V., Barisas, D., & Jančiukas, M. (2022). Game elements towards more sustainable learning in object-oriented programming course. Sustainability, 14(4), 2325. https://doi.org/10.3390/su14042325
    12. Khoshnoodifar, M., Ashouri, A., & Taheri, M. (2023). Effectiveness of gamification in enhancing learning and attitudes: A study of statistics education for health school students. Journal of Advances in Medical Education & Professionalism, 11(4), 230–239. https://doi.org/10.30476/jamp.2023.98953.1817
    13. Krath, J., Schürmann, L., & Von Korflesch, H. F. O. (2021). Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning. Computers in Human Behavior, 125, 106963. https://doi.org/10.1016/j.chb.2021.106963
    14. Li, M., Ma, S., & Lu, W. (2023). Examining the effectiveness of gamification as a tool promoting teaching and learning in educational settings: A meta-analysis. Frontiers in Psychology, 14. https://doi.org/10.3389/fpsyg.2023.1253549
    15. Li, X., Xia, Q., Chu, S. K. W., & Yang, Y. (2022). Using gamification to facilitate students’ self-regulation in e-learning: A case study on students’ L2 English learning. Sustainability, 14(12), 7008. https://doi.org/10.3390/su14127008
    16. Minh, D. T., Oanh, L. V. L., & Quỳnh, N. T. (2023). How gamification affects online shopping behavior: An approach with youngsters (aged 16–30). Cogent Business & Management, 10(3). https://doi.org/10.1080/23311975.2023.2256076
    17. Nguyen-Viet, B., & Nguyen-Viet, B. (2023). Enhancing satisfaction among Vietnamese students through gamification: The mediating role of engagement and learning effectiveness. Cogent Education, 10(2). https://doi.org/10.1080/2331186x.2023.2265276
    18. Puig, A., Rodríguez, I., Rodríguez, Á., & Gallego, I. (2023). Evaluating learner engagement with gamification in online courses. Applied Sciences, 13(3), 1535. https://doi.org/10.3390/app13031535
    19. Raharjo, S. R., Handayani, P. W., & Putra, P. O. H. (2021). Active student learning through gamification in a learning management system. The Electronic Journal of e-Learning, 19(6), 601–613. www.ejel.org
    20. Rahayu, F. S., Nugroho, L. E., Ferdiana, R., & Setyohadi, D. B. (2022). Motivation and engagement of final-year students when using e-learning: A qualitative study of gamification in pandemic situation. Sustainability, 14(14), 8906. https://doi.org/10.3390/su14148906
    21. Raju, R., Bhat, S., D’Souza, R., & Singh, A. B. (2021). Effective usage of gamification techniques to boost student engagement. Journal of Engineering Education Transformation, 34(0), 713. https://doi.org/10.16920/jeet/2021/v34i0/157171
    22. Rodrigues, L. F., Oliveira, A., & Rodrigues, H. (2019). Main gamification concepts: A systematic mapping study. Heliyon, 5(7), e01993. https://doi.org/10.1016/j.heliyon.2019.e01993
    23. Sanchez, D. R., Langer, M., & Kaur, R. (2020). Gamification in the classroom: Examining the impact of gamified quizzes on student learning. Computers & Education, 144, 103666. https://doi.org/10.1016/j.compedu.2019.103666
    24. Sharma, W. K., Lim, W. M., Kumar, S., Verma, A., & Kumra, R. (2024). Game on! A state-of-the-art overview of doing business with gamification. Technological Forecasting and Social Change, 198, 122988. https://doi.org/10.1016/j.techfore.2023.122988
    25. Smiderle, R., Rigo, S. J., Marques, L. B., De Miranda Coelho, J. P., & Jaques, P. A. (2020). The impact of gamification on students’ learning, engagement, and behavior based on their personality traits. Smart Learning Environments, 7(1). https://doi.org/10.1186/s40561-019-0098-x
    26. Velázquez-García, L., Longar-Blanco, M. D. P., Cedillo-Hernández, A., & Bustos-Farías, E. (2024). Gamification in the classroom: Motivating higher education students using digital badges. International Journal of Learning and Teaching, 10(4), 532–538. https://doi.org/10.18178/ijlt.10.4.532-538

Creative Commons License

This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.

Copyright (c) 2025 The Authors

How to cite

Jun, M., & Lucas, T. (2024). Gamification elements and their impacts on education: A review. Multidisciplinary Reviews, 8(5), 2025155. https://doi.org/10.31893/multirev.2025155
  • Article viewed - 1035
  • PDF downloaded - 473