GAMIFICATION AND STUDENT MOTIVATION: EVALUATING E-LEARNING ENGAGEMENT FROM AN EDUCATIONAL PSYCHOLOGY PERSPECTIVE
Abstract
Growing reliance on e-learning has transformed educational practice while simultaneously highlighting persistent challenges related to sustaining student motivation and meaningful learning engagement. Gamification has emerged as a promising instructional strategy that incorporates game design elements into digital learning environments to enhance learners' psychological involvement and academic performance. This study aimed to evaluate the effectiveness of gamification in improving student motivation and e-learning engagement from an educational psychology perspective by examining the relationships among motivational design, psychological needs satisfaction, learner engagement, self-regulated learning, and academic achievement. A mixed-methods sequential explanatory research design was employed, combining quantitative data collected from 480 undergraduate students through standardized motivation and engagement scales, academic performance assessments, and learning management system analytics with qualitative evidence obtained from classroom observations, semi-structured interviews, focus group discussions, reflective learning journals, and instructional document analysis. Findings revealed that students participating in gamified e-learning demonstrated significantly higher intrinsic motivation, self-efficacy, behavioral engagement, emotional engagement, self-regulated learning, and academic achievement than those enrolled in conventional online learning environments. Qualitative evidence further indicated that meaningful feedback, collaborative learning activities, learner autonomy, and active instructional facilitation strengthened the motivational impact of gamification. Results suggest that gamification functions most effectively when integrated with educational psychology principles, providing a sustainable pedagogical framework for promoting meaningful engagement, learner persistence, and long-term success in digital learning environments.
Full text article
References
Al?Rousan, A. H., Ayasrah, M. N., Khasawneh, M. A. S., Obeidat, L. M., & Obeidat, S. S. (2025). AI ?Enhanced Gamification in Education: Developing and Validating a Scale for Measuring Engagement and Motivation Among Secondary School Students: Insights From the Network Analysis Perspective. European Journal of Education, 60(3), e70153. https://doi.org/10.1111/ejed.70153
Bardach, L., & Murayama, K. (2025). The role of rewards in motivation Beyond dichotomies. Learning and Instruction, 96, 102056. https://doi.org/10.1016/j.learninstruc.2024.102056
Beck, D., Morgado, L., & O’Shea, P. (2024). Educational Practices and Strategies With Immersive Learning Environments: Mapping of Reviews for Using the Metaverse. IEEE Transactions on Learning Technologies, 17, 319–341. https://doi.org/10.1109/TLT.2023.3243946
Carreiro, A., Silva, C., & Antunes, M. (2024). The use of gamification on cybersecurity awareness of healthcare professionals. Procedia Computer Science, 239, 526–533. https://doi.org/10.1016/j.procs.2024.06.202
Galindo-Losada, J., Amaguai, B., Parraga-Villamar, V., Santórum, M., Carrión-Toro, M., & Rodríguez, V. (2025). From Design to Impact: A UX-Driven Approach to Gamified Online Education. 2025 Fifth International Conference on Information Systems and Software Technologies (ICI2ST), 50–57. https://doi.org/10.1109/ICI2ST68465.2025.00016
García De Blanes Sebastián, M., Sarmiento Guede, J. R., Azuara Grande, A., & Filipe, A. F. (2025). UTAUT-2 predictors and satisfaction: Implications for mobile-learning adoption among university students. Education and Information Technologies, 30(3), 3201–3237. https://doi.org/10.1007/s10639-024-12927-1
Gil-Aciron, L. A. (2024). The gamer psychology: A psychological perspective on game design and gamification. Interactive Learning Environments, 32(1), 183–207. https://doi.org/10.1080/10494820.2022.2082489
Gini, F., Bassanelli, S., Bonetti, F., Mogavi, R. H., Bucchiarione, A., & Marconi, A. (2025). The role and scope of gamification in education: A scientometric literature review. Acta Psychologica, 259, 105418. https://doi.org/10.1016/j.actpsy.2025.105418
Guaña-Moya, J., Arteaga-Alcívar, Y., Criollo-C, S., & Cajamarca-Carrazco, D. (2024). Use of Interactive Technologies to Increase Motivation in University Online Courses. Education Sciences, 14(12), 1406. https://doi.org/10.3390/educsci14121406
Gundersen, S. W., & Lampropoulos, G. (2025). Using Serious Games and Digital Games to Improve Students’ Computational Thinking and Programming Skills in K-12 Education: A Systematic Literature Review. Technologies, 13(3), 113. https://doi.org/10.3390/technologies13030113
Jarrah, H. Y., Bilal, D. A., Halim, M., Helali, M. M., AlAli, R. M., Alfandi, A. A. A., & Khasawneh, M. A. S. (2024). The impact of storytelling and narrative variables on skill acquisition in gamified learning. International Journal of Data and Network Science, 8(2), 1161–1168. https://doi.org/10.5267/j.ijdns.2023.11.018
Lampropoulos, G. & Kinshuk. (2024). Virtual reality and gamification in education: A systematic review. Educational Technology Research and Development, 72(3), 1691–1785. https://doi.org/10.1007/s11423-024-10351-3
Li, C., Fryer, L. K., & Chu, S. K. W. (2025). Utilising gamified formative assessment to support English language learning in schools: A scoping review. Innovation in Language Learning and Teaching, 19(2), 188–204. https://doi.org/10.1080/17501229.2024.2352789
Liao, C.-H. D., Wu, W.-C. V., Gunawan, V., & Chang, T.-C. (2024). Using an Augmented-Reality Game-Based Application to Enhance Language Learning and Motivation of Elementary School EFL Students: A Comparative Study in Rural and Urban Areas. The Asia-Pacific Education Researcher, 33(2), 307–319. https://doi.org/10.1007/s40299-023-00729-x
Luo, J. (2024). Validating the impact of gamified technology-enhanced learning environments on motivation and academic performance: Enhancing TELEs with digital badges. Frontiers in Education, 9, 1429452. https://doi.org/10.3389/feduc.2024.1429452
Lyu, Z., & Park, K. (2025). The Effect of Self-Regulation and Metaverse Features on Generation Z’s Adoption of Gamified Learning Platforms. International Journal of Human–Computer Interaction, 41(15), 9209–9223. https://doi.org/10.1080/10447318.2024.2423338
M Velez Loor, J., Pérez Gracia, E., & Conde Jiménez, J. (2025). Design and Validation of an Instrument to Evaluate a Gamified Strategy in E-Learning Environments in Higher Education. Journal of Information Technology Education: Innovations in Practice, 24, 010. https://doi.org/10.28945/5521
Mobley, A., Zaza, T., Walker, J., Molleti, M., Sadanand, K., Badve, R., Tzabari, J., Trulove, G., Li, M., Li, Y., Bass, R., Choe, A., Manapragada, P., Milner, D., Singhal, A., Smith, E., West, J., Yalniz, C., Zalasin, S., … Woodard, S. (2026). Experience of diagnostic radiology residents with Kaizen, a novel online app-based gamified education tool, and performance compared to RadExam. Current Problems in Diagnostic Radiology, 55(1), 54–61. https://doi.org/10.1067/j.cpradiol.2025.08.005
Moyano-Barahona, Á. M., Espinosa-Pinos, C. A., & Amaluisa-Rendón, P. M. (2025). The Impact of Gamification on Reading Comprehension: Transforming Literacy Skills Among High School Students in Puyo, Ecuador. In B. K. Smith & M. Borge (Eds.), Learning and Collaboration Technologies (Vol. 15808, pp. 15–26). Springer Nature Switzerland. https://doi.org/10.1007/978-3-031-93746-0_2
Padilla Piernas, J. M., Parra Meroño, M. C., & Flores Asenjo, M. D. P. (2023). Escape Rooms virtuales: Una herramienta de gamificación para potenciar la motivación en la educación a distancia. RIED-Revista Iberoamericana de Educación a Distancia, 27(1), 61–85. https://doi.org/10.5944/ried.27.1.37685
Pendergast, J., Wormwood, J. B., Stolzmann, K., Rosen, A. K., Jones, K. F., Miller, C. J., Still, M., Bokhour, B., Hanlon, J. T., Simon, S. R., & Linsky, A. M. (2025). Engaging Patients in Discussions About Medication Deprescribing. Journal of General Internal Medicine, 40(8), 1811–1819. https://doi.org/10.1007/s11606-024-09346-w
Rahimipour, M., Haghjoo, R., Mosalanejad, L., & Karimian, Z. (2025). Play to learn: Innovating embryology education through a web-based gamification platform, and evaluating its effects on medical students’ reaction, learning, and behavior. BMC Medical Education, 25(1), 1321. https://doi.org/10.1186/s12909-025-07922-0
Richter, K., & Kickmeier-Rust, M. (2025). Gamification in Physics Education: Play Your Way to Better Learning. International Journal of Serious Games, 12(1), 59–81. https://doi.org/10.17083/ijsg.v12i1.858
Saroli, A. (2025). Teaching Skills Online in the BA in Business Studies. In J. Baxter, H. Selby-Fell, & A. Gilbert (Eds.), Creativity and Critique in Digital Learning and Teaching (pp. 123–150). Springer Nature Switzerland. https://doi.org/10.1007/978-3-031-68086-1_6
Slamet, J., Basthomi, Y., Maria Ivone, F., & Eliyanah, E. (2024). Utilizing an SDL Approach in Designing a Gamification-Based MOOC to Enhance Autonomous Learning. Journal of Information Technology Education: Research, 23, 010. https://doi.org/10.28945/5278
Soleymani, A., De Laat, M., & Specht, M. (2025). Evaluating Value Creation, Motivation, and Personal Experiences in a Game-Based Professional Learning Network for Computer Science Education. Electronic Journal of E-Learning, 23(3), 45–63. https://doi.org/10.34190/ejel.23.3.3757
Upadhyaya, A., Deepika, & Garg, D. (2025). Gamification in Online Learning: Evaluating Engagement and Classroom Performance in Higher Education. 2025 IEEE International Conference on Electrical, Electronics, Communication and Computers (ELEXCOM), 1–6. https://doi.org/10.1109/ELEXCOM67950.2025.11451461
Wang, W., Jia, S., Zhang, L., & Li, Y. (2025). The relationship between growth mindset and adolescent psychological well-being: The parallel mediating roles of grit and learning engagement. BMC Psychology, 13(1), 1298. https://doi.org/10.1186/s40359-025-03609-9
Wenzel, A., Geiger, J.-M., & Liening, A. (2026). Designing conversational Agents for adaptive instructional support in business simulation gaming. Computers and Education: Artificial Intelligence, 10, 100576. https://doi.org/10.1016/j.caeai.2026.100576
Zhang, Y., Ngai, F. W., Wei, L., Lu, X., Liang, J., & Xie, Y. J. (2026). Effects of home-based digital-assisted dyadic Tai Chi training in Chinese chronic heart failure patients and family caregivers: A randomised controlled trial protocol. BMJ Open, 16(4), e114352. https://doi.org/10.1136/bmjopen-2025-114352
Zhao, P., & Wei, X. (2025). The Role of 3D Virtual Humans in Communication and Assisting Students’ Learning in Transparent Display Environments: Perspectives of Pre-Service Teachers. 2025 International Symposium on Educational Technology (ISET), 1–5. https://doi.org/10.1109/ISET65607.2025.00069
Zou, M., Azari Noughabi, M., & Peng, C. (2025). Modeling the associations between L2 grit, foreign language enjoyment, and student engagement among Chinese EFL English-major learners: A control-value theory perspective. System, 131, 103679. https://doi.org/10.1016/j.system.2025.103679
Authors
Copyright (c) 2026 Baso Intang Sappaile, Rachel Chan, Marcus Tan

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