Enhancing Student Motivation, Engagement, and Achievement through Gamification Techniques

Authors

  • Rohit Warikoo Lancaster University

Keywords:

Gamification, Student Engagement, Academic Performance, Activity Theory, Inclusivity, Qualitative, Technology-Enhanced Learning (TEL), Science, Technology, Engineering and Mathematics (STEM)

Abstract

This study investigates the impact of gamified learning in higher education, focusing on STEM disciplines, including Information Technology, Physics, and Microbiology. Conducted within a college-based higher education setting, I employed a qualitative methodology, incorporating in-depth interviews with a diverse cohort of students, lecturers, a special education manager, and a technologist. My primary aim was to examine the transformative potential of gamification in education by assessing its effects on student motivation, engagement, and academic achievement. Additionally, I explored how gamification, as an instructional strategy, can cater to diverse student needs, thereby enriching the overall learning experience. My research is theoretically underpinned by Activity Theory, which provides a structured framework for analysing the dynamic interactions between individuals, tools, and educational objectives within a social context. Engeström (1987) posits that Activity Theory serves as a robust analytical tool for understanding these interactions, particularly in educational environments where learning is mediated by cultural and institutional factors.

My findings indicate that gamification holds considerable promise in enhancing student engagement and motivation. The results suggest that features such as points, badges, and narrative elements can significantly improve the educational experience, making learning more engaging and contextually relevant. Methodologically, I adopted a rigorous qualitative framework, employing thematic analysis of interview data with the support of NVivo software. While I acknowledge limitations, including the relatively small sample size and the potential biases associated with purposive sampling, this study contributes valuable insights to the field of Technology-Enhanced Learning (TEL). It demonstrates how gamification, when effectively integrated into curricula, can significantly enrich learning experiences, particularly in an era where sustaining student engagement remains a challenge. Moreover, my study highlights the need for further large-scale studies to refine the design and implementation of gamified learning strategies.

Downloads

Download data is not yet available.

References

Alomari, I., Al-Samarraie, H., & Yousef, R. (2019). The role of gamification techniques in promoting student learning: A review and synthesis. Journal of Information Technology Education: Research, 18, 395-417.

Chans, G. M., & Castro, M. P. (2021). Gamification as a strategy to increase motivation and engagement in higher education chemistry students. Computers, 10(132).

Chapman, J. R., & Rich, P. J. (2018). Does educational gamification improve students’ motivation? Journal of Education for Business, 93(7), 315-322.

Christy, K., & Fox, J. (2014). The balance between intrinsic and extrinsic motivators in gamification. Journal of Education Research, 112(3), 216-225.

Deci, E. L., Ryan, R. M., & Koestner, R. (1999). A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. Psychological Bulletin, 125(6), 627-668.

de Sousa Borges, S., Durelli, V. H. S., Reis, H. M., & Isotani, S. (2014). A systematic mapping on gamification applied to education. Proceedings of the 29th Annual ACM Symposium on Applied Computing.

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining "gamification." Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments.

Dicheva, D. (2017). The impact of gamification on student motivation. International Journal of Educational Research, 85, 56-64.

Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in education: A systematic mapping study. Educational Technology & Society, 18(3), 75-88.

Freeman, S., Eddy, S. L., McDonough, M., Smith, M. K., Okoroafor, N., Jordt, H., & Wenderoth, M. P. (2014). Active learning increases student performance in science, engineering, and mathematics. Proceedings of the National Academy of Sciences, 111(23), 8410-8415.

Garris, R., Ahlers, R., & Driskell, J. E. (2002). Games, motivation, and learning: A research and practice model. Simulation & Gaming, 33(4), 441-467.

Gironella, F. (2023). Gamification pedagogy: A motivational approach to student-centric course design in higher education. Journal of University Teaching & Learning Practice, 20(3).

Hamari, J., & Koivisto, J. (2017). Why do people use gamification services? International Journal of Information Management, 37(3), 419-431.

Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? – A literature review of empirical studies on gamification. Proceedings of the 47th Hawaii International Conference on System Sciences.

Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 80, 152-161.

Hassel, S., & Ridout, N. (2018). An investigation of first-year students' and lecturers' expectations of university education. Frontiers in Psychology, 8, 2218.

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(14119).

Ibanez, M.-B., Di Serio, A., & Delgado Kloos, C. (2014). Impact of an augmented reality system on students' motivation for a visual art course. Computers & Education, 68, 586-596.

Johnson, L., Adams Becker, S., Estrada, V., & Freeman, A. (2022). NMC Horizon Report: 2022 Higher Education Edition. The New Media Consortium.

Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. Pfeiffer.

Landers, R. N. (2015). Developing a theory of gamified learning: Linking serious games and gamification of learning. Simulation & Gaming, 45(6), 752-768.

Mahfuzah, S. N., Mohamad, N. S. S., & Salleh, M. A. (2018). Gamification approach in education to increase learning engagement. International Journal of Humanities, Arts and Social Sciences, 4(1), 22-32.

Mekler, E. D., Brühlmann, F., Opwis, K., & Tuch, A. N. (2013). Disassembling gamification: The effects of points and meaning on user motivation and performance. CHI'13 Extended Abstracts on Human Factors in Computing Systems.

Mohamad, S. N. M., et al. (2018). Effective usage of gamification techniques to boost student engagement. Journal of Engineering Education Transformations, 34, eISSN 2394-1707.

Nicholson, S. (2012). Exploring the endgame of gamification. In Rethinking Gamification (pp. 289-305). Meson Press.

Pelling, N. (2011, August 9). The (short) prehistory of “gamification.” Funding Startups (& Other Impossibilities.) Retrieved from https://nanodome.wordpress.com/2011/08/09/the-short-prehistory-of-gamification.

Raju, R., Bhat, S., Bhat, S., D’Souza, R., & Singh, A. B. (2021). Effective usage of gamification techniques to boost student engagement. Journal of Engineering Education Transformations, 34, eISSN 2394-1707.

Rivera, E. S., & Garden, C. L. P. (2021). Gamification for student engagement: A framework. Journal of Further and Higher Education, 45(7), 999-1012.

Rose, D. H., & Meyer, A. (2002). Teaching every student in the digital age: Universal design for learning. ASCD.

Ryan, R. M., & Deci, E. L. (2020). Intrinsic and extrinsic motivations: Classic definitions and new directions. Contemporary Educational Psychology, 25(1), 54-67.

Sailer, M., Hense, J. U., Mayr, S. K., & Mandl, H. (2017). How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Computers in Human Behavior, 69, 371-380.

Saleem, H., Beaudry, A., & Croteau, A.-M. (2022). The impact of gamification on learning outcomes: A meta-analysis. Educational Psychology Review, 34(1), 157-185.

Seabrook, R., Brown, G. D., & Solity, J. E. (2015). Distributed and massed practice: From laboratory to classroom. Applied Cognitive Psychology, 29(1), 153-167.

Zainuddin, Z., Chu, S. K. W., Shujahat, M., & Perera, C. J. (2020). The impact of gamification on learning and instruction: A systematic review of empirical evidence. Educational Research Review, 30, 100326.

Zichermann, G., & Cunningham, C. (2011). Gamification by design: Implementing game mechanics in web and mobile apps. O'Reilly Media, Inc.

Silverman, R. E. (2011, October 10). Latest game theory: Mixing work and play. The Wall Street Journal. Retrieved February 18, 2025, from https://www.wsj.com/articles/SB10001424052970204294504576615371783795248.

Downloads

Published

2025-11-06

How to Cite

Warikoo, R. (2025). Enhancing Student Motivation, Engagement, and Achievement through Gamification Techniques. Student Engagement in Higher Education Journal, 7(2), 41–65. Retrieved from https://sehej.raise-network.com/raise/article/view/1266