Gamification and student motivation: challenges and opportunities

Authors

DOI:

https://doi.org/10.63969/av47ak65

Keywords:

gamification, student motivation, secondary education, teaching strategies, learning

Abstract

Introduction: Gamification incorporates game design elements into educational activities and offers opportunities to strengthen student participation. However, its effects depend on planning, curricular objectives and implementation conditions. The aim was to analyse its relationship with student motivation and identify opportunities and challenges relevant to Ecuadorian upper secondary education. Methodology: A narrative review of twenty publications on motivational foundations, gamification and learning was developed, incorporating international contributions and a review situated in Ecuador. The synthesis addressed four dimensions: foundations, motivation, pedagogical opportunities and implementation challenges. Published findings were distinguished from teaching guidance derived from their interpretation. Results: The reviewed meta-analyses report favourable, although variable, effects on cognitive, motivational and behavioural outcomes. Evidence specifically concerning intrinsic motivation indicates a small effect, alongside improvements in autonomy and relatedness and a smaller effect on perceived competence. Feedback, progressive challenges and collaboration offer pedagogical possibilities, whereas controlling rewards, exclusionary competition, access barriers and assessment restricted to points require attention. Conclusions: Gamification can enrich teaching when game elements are linked to verifiable learning and inclusive participation opportunities. Its application to Ecuadorian upper secondary education requires contextual adaptation and assessment of understanding and sustained motivation. The narrative approach and diversity of sources limit generalisation and do not permit attribution of effects to specific institutions or causal conclusions about the Ecuadorian school context.

Downloads

Download data is not yet available.

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, Artículo 100322. https://doi.org/10.1016/j.edurev.2020.100322

Buckley, P., & Doyle, E. (2016). Gamification and student motivation. Interactive Learning Environments, 24(6), 1162–1175. https://doi.org/10.1080/10494820.2014.964263

de-Marcos, L., Domínguez, A., Saenz-de-Navarrete, J., & Pagés, C. (2014). An empirical study comparing gamification and social networking on e-learning. Computers & Education, 75, 82–91. https://doi.org/10.1016/j.compedu.2014.01.012

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining “gamification”. En A. Lugmayr, H. Franssila, C. Safran, & I. Hammouda (Eds.), Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (pp. 9–15). Association for Computing Machinery. https://doi.org/10.1145/2181037.2181040

Dichev, C., & Dicheva, D. (2017). Gamifying education: What is known, what is believed and what remains uncertain: A critical review. International Journal of Educational Technology in Higher Education, 14(1), Artículo 9. https://doi.org/10.1186/s41239-017-0042-5

Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in education: A systematic mapping study. Educational Technology & Society, 18(3), 75–88. https://ramadmissions.wssu.edu/profiles/dichevc/gamification-in-education-systematic-mapping-study.pdf

Domínguez, A., Saenz-de-Navarrete, J., de-Marcos, L., Fernández-Sanz, L., Pagés, C., & Martínez-Herráiz, J.-J. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers & Education, 63, 380–392. https://doi.org/10.1016/j.compedu.2012.12.020

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. https://doi.org/10.1016/j.compedu.2014.08.019

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

Li, L., Hew, K. F., & Du, J. (2024). Gamification enhances student intrinsic motivation, perceptions of autonomy and relatedness, but minimal impact on competency: A meta-analysis and systematic review. Educational Technology Research and Development, 72(2), 765–796. https://doi.org/10.1007/s11423-023-10337-7

Li, M., Ma, S., & Shi, Y. (2023). Examining the effectiveness of gamification as a tool promoting teaching and learning in educational settings: A meta-analysis. Frontiers in Psychology, 14, Artículo 1253549. https://doi.org/10.3389/fpsyg.2023.1253549

Mekler, E. D., Brühlmann, F., Tuch, A. N., & Opwis, K. (2017). Towards understanding the effects of individual gamification elements on intrinsic motivation and performance. Computers in Human Behavior, 71, 525–534. https://doi.org/10.1016/j.chb.2015.08.048

Preciado Asanza, T. E., Preciado Asanza, M. V., Mendoza Martínez, M. A., & Recalde García, F. A. (2024). La gamificación como motivador didáctico en aulas públicas de inglés como lengua extranjera (EFL) de bajos recursos en Ecuador. Ciencia Latina Revista Científica Multidisciplinar, 8(2), 5391–5402. https://doi.org/10.37811/cl_rcm.v8i2.10951

Ratinho, E., & Martins, C. (2023). The role of gamified learning strategies in student's motivation in high school and higher education: A systematic review. Heliyon, 9(8), Artículo e19033. https://doi.org/10.1016/j.heliyon.2023.e19033

Ryan, R. M., & Deci, E. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55(1), 68–78. https://doi.org/10.1037/0003-066X.55.1.68

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. https://doi.org/10.1016/j.chb.2016.12.033

Sailer, M., & Homner, L. (2020). The gamification of learning: A meta-analysis. Educational Psychology Review, 32(1), 77–112. https://doi.org/10.1007/s10648-019-09498-w

Sal-de-Rellán, A., Hernández-Suárez, Á., & Hernaiz-Sánchez, A. (2025). Gamification and motivation in adolescents. Systematic review from Physical Education. Frontiers in Psychology, 16, Artículo 1575104. https://doi.org/10.3389/fpsyg.2025.1575104

Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of Human-Computer Studies, 74, 14–31. https://doi.org/10.1016/j.ijhcs.2014.09.006

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

Downloads

Published

2026-10-20

How to Cite

Bustos Palomino, G. B. ., Mairongo Castillo, K. V. ., Marquez Hurtado, M. A. ., Troya Pazmiño, L. A. ., & Echeverría Ortiz, T. L. . (2026). Gamification and student motivation: challenges and opportunities. Multidisciplinary Journal Star of Sciences, 3(2), 1-14. https://doi.org/10.63969/av47ak65

Similar Articles

1-10 of 76

You may also start an advanced similarity search for this article.