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Running Head: Gamification & Motivation 1
Running Head: Gamification & Motivation 1
Meranda Roy
The effects of gamification on student motivation in higher education settings: A state of the
current literature
Games have been used in a variety of different contexts to capture the attention of
children and adults across the world. Given the countless benefits of games, the potential of
games can be harnessed through the concepts of gamification. Gamification can be defined as the
use of game design elements in non-game contexts (Deterding, Dixon, Khaled, & Nacke, 2011)
and is often used to increase engagement and motivation. To no surprise, given the potential
Currently, gamification is most often associated with the game elements of digital points,
badges or leaderboards (Deterding, Dixon, Khaled, & Nacke, 2011). However, little research has
been conducted to explore the game elements and mechanics impacting student motivation and
performance, and even less has been done on the influence of specific game elements (Deterding,
Dixon, Khaled, & Nacke, 2011). Therefore, the purpose of this paper is to present a brief
literature review about the effects of gamification in higher education, specifically focusing on
Methods
Articles used in this literature review were found in the Scopus database. A search was
conducted using the following search terms: higher education, gamification, and motivation. The
initial search identified 90 documents. However, this list includes studies that do not address the
gamification in higher education, studies that are published in multiple sources, and publications
in languages other than English. Articles were excluded from the review if articles did not
GAMIFICATION & MOTIVATION 3
address gamification in higher education, mentioned motivation as a benefit but did not measure
the effects of gamification on student motivation, did not specifically state game elements or
mechanics, or if the document was other than an article. Articles were included in the review if
articles were peer-reviewed, conducted in higher education settings, and measured student
motivation. After applying the inclusion/ exclusion criteria, a list of 12 research articles was
Results
number of key findings. In recent years, research in this area has grown. Early attention in this
area started in 2014 but grew thereafter. Additionally, research in this area ranges several
different disciplines including business, education, engineering, English, human resource and
contradicts previous research citing most of the gamification literature is found in Computer
Science and Information Technology (Dicheva, Dichev, Agre, & Angelova, 2015; Subhash &
Cudney, 2018).
motivation. Delello, Hawley, McWhorter, Gipson, and Deal (2018) was the only study to use a
limited number of graduate students as their participants. This may give the impression that
gamification is not suitable or accepted with the evolving teaching and learning tools available to
Points, badges, and leaderboards were the most frequently used game elements in
gamification. Points were often in the form of virtual experience points and earned points, while
badges were in the form of achievement badges, and virtual trophies and rewards. Other
GAMIFICATION & MOTIVATION 4
elements such as levels in the form of quests, missions and challenges; collaboration among
peers and teammates; engaging narratives; frequent and immediate feedback for learners; and
assignments within a course. In 10 of the 12 studies, three or more game elements were used
concurrently. Of these studies, only one (Chapman & Rich, 2018) investigated the impact on
motivation of both the course overall and each of the 15 game elements used. All other studies
investigated the impacts of all the game elements combined. Additionally, only two articles
investigated digital badges in isolation. For example, Kyewski and Kramer (2018) investigated
the influence of digital badges on motivation, activity, and performance in an online learning
course.
Anecdotal data such as self-reported surveys were used in 10 out of the 12 studies to
investigate learners’ perceptions regarding the effects of the gamification elements on their
motivation. All of the surveys included either 5 or 7-point Likert-scale questions and only two of
the studies included open-ended questions for participants to openly describe their experiences.
Additionally, surveys were provided to students at the conclusion of the study; typically, near the
end of the semester. Objective measures such as comprehension exams, task completion rates, or
participation logs were used in four of the studies. For example, Hew, Huang, Chu, and Chiu
(2016) and Tan (2018) used pre and post tests to determine student’s comprehension of the
reading materials. Knautz, Wintermeyer, Orszullok, and Soubusta (2014) used participation logs
created by the gaming platform to track students’ quests (i.e., attempted quests, date of
The majority of studies in this review rarely went beyond simply examining if students
were more or less motivated as a result of gamification broadly. Results were often general
GAMIFICATION & MOTIVATION 5
descriptions of the data and studies often lacked rigor. For example, only three studies used an
Wintermeyer, Orszullok, & Soubusta, 2014; Kyewski, & Krämer, 2018; Stansbury & Earnest,
2017). In each case, students were semi-randomly assigned to either an experimental or control
group.
positive. Students appear to enjoy the gamification elements in their courses and reported being
more or much more motivated in the gamified course in comparison to traditional courses.
Additionally, in many cases, students perceived the gamification elements as useful and easy to
use. Interestingly only one study reported that not all students were motivated by the game
elements to the same extent (Hew, Huang, Chu, and Chiu, 2016). However, in the experimental
designs, objective measures suggest that the impact of game elements on student motivation is
non-significant. This would suggest a lack of empirical evidence to support the students’
Conclusion
This brief literature review found encouraging support from the student’s perspective for
gamified elements in higher education. However, a lack of empirical data suggests there is still
work to be done. Although the number of studies is increasing related to gamification and
student motivation in higher education, there is still a need to conduct further research on
applying gamification in different disciplines as well as with graduate students. This review also
highlights the various gaming elements including points, badges, leaderboards, levels, and
feedback that are important game elements suitable for use in higher education. Students also
study found that not all students were motivated by the game elements to the same extent (Hew,
Huang, Chu, and Chiu, 2016). Additional research would be needed to better understand and
Further research is also needed to see what the long-term effects of gamification on
student motivation are. Studies investigating student motivation over time as well as how to
maintain high levels of motivation could be useful for instructors commonly struggling with a
lack of student engagement in their classes. Future research could also investigate what game
elements have the most effect on student motivation or if there is an optimal combination of
There are a few limitations to mention regarding this brief literature review. One
limitation of this study that should be considered is only papers published in English and peer-
reviewed journals were included. As a result, studies that may have been published in other
languages or included in grey literature, books, or dissertations were excluded. Additionally, the
focus of this paper was in the context of higher education; therefore, insightful papers in primary
and secondary education settings that may have been relevant to student motivation were not
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