Professional Documents
Culture Documents
Mashael Alqahtani
University of North Texas
This paper investigates the influence of gamification on student motivation within the
how gamified elements, such as badges and points, impact student engagement is paramount.
This study aims to provide valuable insights into enhancing the learning experience by exploring
the intersection of gamification and motivation. In an era where digital platforms play a
significant role in education, unraveling the effects of gamification on students' motivation can
inform effective instructional strategies and contribute to the ongoing evolution of engaging and
According to Zourmpakis et al. (2023), gamification in education must be balanced and most
effective when it meets each student's specific needs. This study examines the effect of
gamification on students' motivation. This study revolves around the following question:
In recent years, gamification has become a widely adopted strategy in various fields,
including education, marketing, personnel, and health care. Gamification is often used in
gamification, game design elements are used to engage students in learning activities, making
learning more fun and rewarding (Deterding et al., 2011, as cited in Kyewski & Krämer, 2018).
Especially since students often enjoy group work and cooperative learning and are highly skilled
in using technology, for example, computers and the Internet (Al-Abbasi, 2017).
From an academic standpoint, games are gaining popularity, as evidenced by the growing
research published in this field (Al-Hamri et al., 2014). However, research on gamification, its
elements, its impact on students’ motivation, and its relationship to some theories is limited. This
literature review aims to synthesize and analyze current research on the effect of gaming on
Many studies over the past decades have demonstrated that motivated pupils are more likely
to be willing to study. Motivation is a state of mind that propels, stimulates, or channels behavior
goals (Vinoy & Kumar,2019). According to Maslow (1981), motivation is critical to successful
learning.
Extrinsic and intrinsic motivation are the two categories of motivation (Ryan & Deci,2020).
The desire to carry out an action that results in a distinct outcome is known as extrinsic
motivation. while the desire to carry out a task or activity because it will fulfill or bring pleasure
to oneself is known as intrinsic motivation. While intrinsic motivation allows students to fully
engage in the job without anticipating a reward, it is more effective in the long term (Torrado &
considered while using information and communication technology (ICT) (Ryan & Deci, 2020).
Gamification
In recent years, incorporating gamification into learning has emerged as a dynamic and
innovative approach to engage learners, enhance motivation, and promote a more interactive
learning experience. Gamification has become a focal point in educational circles, making
traditional learning environments stimulating and fun for students. Many researchers have
offered several definitions of gamification. For example, Kapp (2012) defined gamification as
“using the mechanics, aesthetics, and thinking of play to engage people, motivate action, and
promote learning and problem-solving.” Lee and Hammer (2011) defined gamification as “using
game mechanics, dynamics, and frameworks to reinforce desired behaviors.” Werbach (2014)
defined gamification as “the process of making activities more game-like.” Gamification refers
to the design of systems, services, and processes to provide positive and engaging experiences
such as those provided by games (Hassan & Hamari, 2019). The most common definition of
gamification is “the use of game design elements in non-game contexts” (Deterding et al., 2011,
progress bars, and teams are used in non-game contexts (Sailer et al., 2017). Incorporating
gamification elements such as these in learning environments has been shown to impact student
motivation and engagement positively (Baydas & Cicek, 2019). For example, Boverman et al.
(2018), who based their study on self-determination theory (SDT), used badges and progress bars
Open Online Courses (MOOC) study by Borrás-Gené et al. (2016), the introduction of badges
and competitions within the gaming platform enhanced motivation and supported interaction and
learning. These findings underscore the multifaceted benefits of play in educational contexts.
Bai et al. (2021) explored the effect of different leaderboard designs on intrinsic motivation,
focusing on the role of social comparison. While absolute leaderboards increased motivation for
highly ranked students, relative leaderboards reduced competitive pressure and promoted student
collaboration. The findings underscored the importance of considering personal preferences and
the possible deterrent effects of widespread competition, particularly for students with lower
standing.
Hassan et al. (2021) created an adaptable system for their MOOC platform to foster intrinsic
and extrinsic motivation in line with different learner types because they believe every student
should have the same game-filled experience. They added that some current designs are
inadequate because they only consider extrinsic stimuli and that adaptive systems can meet
intrinsic motivation's relatedness, efficiency, and autonomy needs. The study discovered that
students' motivation increased significantly under the adaptive system. Hakulinen et al. (2015)
explored the motivational effects of badges in a similar context with university-level participants
Huang and Hew (2015) explored the integration of gamification elements in an SPSS course
hosted on the 'Moodle' platform. By incorporating badges, points, and leaderboards, the
researchers aimed to enhance the learning experience. It was discovered that most learners were
motivated by badges and leaderboards, with points enticing pupils to take on challenging
assignments and extracurricular learning. On the other hand, Cruz et al. (2015) showed that
participants' badge systems were viewed as tasks that must be completed and rewards obtained
for performing tasks in games, so they do not impact their motivation. Moreover, Domínguez et
al. (2013) stated that although their motivation was higher, students who finished the gamified
experience scored higher overall and on practical projects. However, our data also indicates that
these students did poorly on written assignments and participated less in-class activities.
The consensus from these studies, except for the study of Cruz et al. (2015) and sDomínguez et
al. (2013), emphasizes the potential of play to positively influence student motivation, with
attention to the careful design of play elements, which is critical to success in educational
settings. Using gamification elements increases students' intrinsic value for learning and extrinsic
This section briefly overviews several theories essential to enhancing a gamified learning
environment, such as flow theory, social comparison, and self-determination, as well as how
Social comparison theory (Festinger,1954) states that people are naturally motivated to
compare themselves to relevant peers. According to this theory, there are two different forms of
social comparison: downward identification, where people compare themselves to others who are
less competent, and upward selection, where people compare themselves to those who are more
competent. This idea helps explain why gamification features like leaderboards, points, badges,
and levels are motivating. The feeling of inferiority can catalyze improvement, pushing
individuals toward higher performance levels (Huschens et al., 2019). In the context of
educational motivation, leaderboards, points, levels, and badges serve as motivators, facilitating
upward identification comparisons and enhancing students' engagement in the classroom (Chen
In flow theory (Csikszentmihalyi, 1990), flow describes the condition of total and deep focus
on a specific task. This idea describes how people are completely absorbed in a task and feel
involved. A multi-level system that lets students select their degree of difficulty can also balance
skill and challenge ideally, enhancing overall engagement and immersion (Hamari &
successfully integrate play and flow theory while imparting a sense of progress and
accomplishment.
According to the self-determination theory (Ryan& Deci,2000), people are motivated to
relatedness (Ryan & Deci, 2000, as cited in Alsadoon ,2022). A person's motivation to study and
achieve their goals is called competence. Gamification in education that uses leaderboards,
points, and badges to show participants' success can improve users' sense of competence (Sailer
et al., 2017). Relatedness describes the innate desire to share, connect, and feel a sense of
belonging to others (Baydas & Cicek, 2019). Relatedness is met through gaming activities that
allow users to cooperate or compete. Increased engagement can motivate individuals to continue
participating in the activity and help promote optimistic feelings (Sailer et al., 2017). Autonomy
means that one needs to oversee or be capable of managing one's own life (Baydas & Cicek,
2019). Gamification practices that provide varying degrees of difficulty to tasks may allow
individuals to choose the activities they want to accomplish and help achieve autonomy.
Participants' behavioral and emotional engagement may increase when they feel more
Conclusion
This paper concludes by emphasizing the crucial role of motivation in the learning process as an
internal energy guiding behavior toward academic goals (Vinoy and Kumar, 2019). Investigating
intrinsic and extrinsic motivation is essential in the context of ICT. The integration of
engagement, and overall learning outcomes amidst the evolving educational landscape.
Despite the widespread enthusiasm for gamification, evidence regarding its effectiveness in
enhancing learning motivation is mixed. While a significant portion of research highlights its
positive impact, some studies, including those by Cruz et al. (2015), Domínguez et al. (2013),
studies emphasizing the effectiveness of badges, leaderboards, and points. These findings align
with social comparison theory, flow theory, and self-determination theory, which collectively
contribute to understanding how various game elements can enhance motivation. Acknowledging
the need for careful design, future research should look into the nuanced relationships between
gamification elements and motivational theories, providing educators with valuable insights to
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