Gamification

10
 m

Teach and/or support learning

The use and value of appropriate learning technologies

What can I do?

Impact
4
Quality
4
  • Use leaderboards, levels, and points to boost motivation and performance
  • Align game elements with your learning goals — different tools work better for different outcomes
  • Keep game elements simple and meaningful — too many can confuse or overwhelm students

What is this about?

Gamification means adding game-like elements (e.g., points, levels, leaderboards) to non-game settings like learning environments. The idea is to make learning more engaging, motivating, and even fun — without building a full game. In higher education, gamification can be used in online modules, face-to-face classes, or assessments to spark participation and improve learning. It’s especially helpful in settings where motivation is a challenge, but not all game features work equally well.

What's the evidence say?

Gamification improves academic achievement more than traditional learning ➕➕➕➕ (Bai et al., 2020). It also supports motivation, engagement, and learning performance ➕➕➕➕ (Sailer & Homner, 2020; Koivisto & Hamari, 2019). Effects are stronger when:

  • Game elements are aligned with the learning goal ➕➕➕➕
  • Fewer elements are used at once (3 or fewer works best) ➕➕➕
  • Targeting learning-related outcomes rather than behaviour or motivation alone ➕➕➕
  • Individual elements like badges or leaderboards are tailored to learner needs ➕➕➕

Learners enjoy gamification when it fosters enthusiasm, provides performance feedback, and supports goal-setting. But it can also create anxiety or jealousy if rewards seem unfair (Bai et al., 2020).

What's the underlying theory?

Gamification draws on several psychological theories. Self-determination theory suggests that game elements boost motivation by supporting autonomy (choice), competence (challenge), and relatedness (social connection). Goal-setting theory underpins the use of progress bars and levels. Self-efficacy theory supports point systems that reinforce belief in one’s ability. Flow theory explains how meaningful, challenging tasks with feedback can lead to deep focus. And operant conditioning explains how rewards shape behaviour. Gamification works when it activates these mechanisms in the right way.

Where does the evidence come from?

This summary draws from five meta-analyses, each covering 30–60 studies and thousands of learners. Sailer & Homner (2020) and Bai et al. (2020) are the most comprehensive, focusing on both cognitive and motivational outcomes. Koivisto & Hamari (2019) and Subhash & Cudney (2018) examine specific platforms and populations. Özkan & Solmazer (2023) adds newer evidence and clarifies the importance of goal alignment. All papers report consistent, moderate effects and meet high methodological standards.

References

Bai, S., Hew, K. F., & Huang, B. (2020). Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts. Educational Research Review, 30, 100322. https://doi.org/10.1016/j.edurev.2020.100322

Koivisto, J., & Hamari, J. (2019). The rise of motivational information systems: A review of gamification research. International Journal of Information Management, 45, 191–210. https://doi.org/10.1016/j.ijinfomgt.2018.10.013

Özkan, B., & Solmazer, G. (2023). How effective is gamification on students’ learning outcomes? A meta-analysis. Educational Technology Research and Development, 71, 411–451. https://doi.org/10.1007/s11423-023-10337-7

Sailer, M., & Homner, L. (2020). The gamification of learning: A meta-analysis. Educational Psychology Review, 32, 77–112. https://doi.org/10.1007/s10648-019-09498-w

Subhash, S., & Cudney, E. A. (2018). Gamified learning in higher education: A systematic review of the literature. Computers in Human Behavior, 87, 192–206. https://doi.org/10.1016/j.chb.2018.05.028

Additional Resources